212 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			212 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
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								// dear imgui: Renderer Backend for Vulkan
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								// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
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								// Implemented features:
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								//  [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
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								//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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								//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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								//  [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
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								// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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								// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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								// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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								// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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								// Learn about Dear ImGui:
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								// - FAQ                  https://dearimgui.com/faq
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								// - Getting Started      https://dearimgui.com/getting-started
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								// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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								// - Introduction, links and more at the top of imgui.cpp
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								// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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								// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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								//   You will use those if you want to use this rendering backend in your engine/app.
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								// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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								//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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								// Read comments in imgui_impl_vulkan.h.
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								#pragma once
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								#ifndef IMGUI_DISABLE
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								#include "imgui.h"      // IMGUI_IMPL_API
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								// [Configuration] in order to use a custom Vulkan function loader:
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								// (1) You'll need to disable default Vulkan function prototypes.
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								//     We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
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								//     In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
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								//     - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
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								//     - Or as a compilation flag in your build system
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								//     - Or uncomment here (not recommended because you'd be modifying imgui sources!)
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								//     - Do not simply add it in a .cpp file!
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								// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
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								// If you have no idea what this is, leave it alone!
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								//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
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								// Convenience support for Volk
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								// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
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								//#define IMGUI_IMPL_VULKAN_USE_VOLK
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								#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
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								#define VK_NO_PROTOTYPES
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								#endif
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								#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
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								#define NOMINMAX
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								#endif
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								// Vulkan includes
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								#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
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								#include <volk.h>
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								#else
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								#include <vulkan/vulkan.h>
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								#endif
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								#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
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								#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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								#endif
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								// Initialization data, for ImGui_ImplVulkan_Init()
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								// [Please zero-clear before use!]
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								// - About descriptor pool:
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								//   - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
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								//     and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
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								//   - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
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								//   - Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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								//   - It is expected that as early as Q1 2025 the backend will use a few more descriptors, so aim at 10 + number of desierd calls to ImGui_ImplVulkan_AddTexture().
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								// - About dynamic rendering:
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								//   - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
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								struct ImGui_ImplVulkan_InitInfo
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								{
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								    VkInstance                      Instance;
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								    VkPhysicalDevice                PhysicalDevice;
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								    VkDevice                        Device;
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								    uint32_t                        QueueFamily;
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								    VkQueue                         Queue;
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								    VkDescriptorPool                DescriptorPool;               // See requirements in note above; ignored if using DescriptorPoolSize > 0
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								    VkRenderPass                    RenderPass;                   // Ignored if using dynamic rendering
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								    uint32_t                        MinImageCount;                // >= 2
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								    uint32_t                        ImageCount;                   // >= MinImageCount
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								    VkSampleCountFlagBits           MSAASamples;                  // 0 defaults to VK_SAMPLE_COUNT_1_BIT
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								    // (Optional)
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								    VkPipelineCache                 PipelineCache;
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								    uint32_t                        Subpass;
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								    // (Optional) Set to create internal descriptor pool instead of using DescriptorPool
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								    uint32_t                        DescriptorPoolSize;
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								    // (Optional) Dynamic Rendering
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								    // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
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								    bool                            UseDynamicRendering;
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								#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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								    VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
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								#endif
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								    // (Optional) Allocation, Debugging
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								    const VkAllocationCallbacks*    Allocator;
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								    void                            (*CheckVkResultFn)(VkResult err);
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								    VkDeviceSize                    MinAllocationSize;      // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
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								};
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								// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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								IMGUI_IMPL_API bool             ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
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								IMGUI_IMPL_API void             ImGui_ImplVulkan_Shutdown();
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								IMGUI_IMPL_API void             ImGui_ImplVulkan_NewFrame();
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								IMGUI_IMPL_API void             ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
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								IMGUI_IMPL_API bool             ImGui_ImplVulkan_CreateFontsTexture();
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								IMGUI_IMPL_API void             ImGui_ImplVulkan_DestroyFontsTexture();
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								IMGUI_IMPL_API void             ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
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								// Register a texture (VkDescriptorSet == ImTextureID)
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								// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
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								// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
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								IMGUI_IMPL_API VkDescriptorSet  ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
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								IMGUI_IMPL_API void             ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
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								// Optional: load Vulkan functions with a custom function loader
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								// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
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								IMGUI_IMPL_API bool             ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
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								// [BETA] Selected render state data shared with callbacks.
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								// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
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								// (Please open an issue if you feel you need access to more data)
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								struct ImGui_ImplVulkan_RenderState
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								{
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								    VkCommandBuffer     CommandBuffer;
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								    VkPipeline          Pipeline;
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								    VkPipelineLayout    PipelineLayout;
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								};
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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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								// 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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								// 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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								//-------------------------------------------------------------------------
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								struct ImGui_ImplVulkanH_Frame;
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								struct ImGui_ImplVulkanH_Window;
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								// Helpers
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								IMGUI_IMPL_API void                 ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
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								IMGUI_IMPL_API void                 ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, 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 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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								// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
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								// [Please zero-clear before use!]
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								struct ImGui_ImplVulkanH_Frame
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								{
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								    VkCommandPool       CommandPool;
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								    VkCommandBuffer     CommandBuffer;
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								    VkFence             Fence;
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								    VkImage             Backbuffer;
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								    VkImageView         BackbufferView;
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								    VkFramebuffer       Framebuffer;
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								};
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								struct ImGui_ImplVulkanH_FrameSemaphores
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								{
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								    VkSemaphore         ImageAcquiredSemaphore;
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								    VkSemaphore         RenderCompleteSemaphore;
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								};
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								// Helper structure to hold the data needed by one rendering context into one OS window
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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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								struct ImGui_ImplVulkanH_Window
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								{
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								    int                 Width;
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								    int                 Height;
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								    VkSwapchainKHR      Swapchain;
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								    VkSurfaceKHR        Surface;
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								    VkSurfaceFormatKHR  SurfaceFormat;
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								    VkPresentModeKHR    PresentMode;
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								    VkRenderPass        RenderPass;
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								    bool                UseDynamicRendering;
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								    bool                ClearEnable;
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								    VkClearValue        ClearValue;
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								    uint32_t            FrameIndex;             // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
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								    uint32_t            ImageCount;             // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
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								    uint32_t            SemaphoreCount;         // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
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								    uint32_t            SemaphoreIndex;         // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
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								    ImGui_ImplVulkanH_Frame*            Frames;
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								    ImGui_ImplVulkanH_FrameSemaphores*  FrameSemaphores;
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								    ImGui_ImplVulkanH_Window()
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								    {
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								        memset((void*)this, 0, sizeof(*this));
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								        PresentMode = (VkPresentModeKHR)~0;     // Ensure we get an error if user doesn't set this.
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								        ClearEnable = true;
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								    }
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif // #ifndef IMGUI_DISABLE
							 |