- Added ImGui_ImplVulkan_CreateMainPipeline(...) to explicitly re-create the main window pipeline (when some of its properties are changed). - Does not implicitly use ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo, but a function parameter. - The main window pipeline is created only if possible during ImGui_ImplVulkan_Init(...) (if a render pass or rendering info are given), else it should be created with ImGui_ImplVulkan_ReCreateMainPipeline(...) - ImGui_ImplVulkan_CreatePipeline now takes a struct rather than (too) many parameters (and returns the created pipeline).
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@@ -65,6 +65,12 @@
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// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
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#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
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#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
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typedef VkPipelineRenderingCreateInfoKHR ImGui_ImplVulkan_PipelineRenderingCreateInfo;
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#else
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typedef void ImGui_ImplVulkan_PipelineRenderingCreateInfo;
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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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@@ -98,6 +104,7 @@ struct ImGui_ImplVulkan_InitInfo
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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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// (Optional, valid iif .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR)
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
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#endif
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@@ -108,12 +115,22 @@ struct ImGui_ImplVulkan_InitInfo
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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 bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); // The main pipeline will be created if possible (RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType is correct))
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#define IMGUI_IMPL_VULKAN_HAS_MAIN_PIPELINE_RE_CREATION 1
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struct ImGui_ImplVulkan_MainPipelineCreateInfo
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{
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VkRenderPass RenderPass = VK_NULL_HANDLE;
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uint32_t Subpass = 0;
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VkSampleCountFlagBits MSAASamples = {};
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const ImGui_ImplVulkan_PipelineRenderingCreateInfo* pDynamicRendering = nullptr;
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};
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IMGUI_IMPL_API void ImGui_ImplVulkan_ReCreateMainPipeline(ImGui_ImplVulkan_MainPipelineCreateInfo const& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
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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 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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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
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