A Vulkan renderer for imgui-rs using Ash.
The renderer records drawing command to a command buffer supplied by the application. Here is a little breakdown of the features of this crate and how they work.
- Vertex/Index buffers
The renderer creates a vertex buffer and a index buffer that will be updated every time
Renderer::cmd_draw
is called. If the vertex/index count is more than what the buffers can
actually hold then the buffers are resized (actually destroyed then re-created).
- Frames in flight
The renderer support having multiple frames in flight. You need to specify the number of frames during initialization of the renderer. The renderer manages one vertex and index buffer per frame.
- No draw call execution
The Renderer::cmd_draw
only record commands to a command buffer supplied by the application. It does not submit anything to the gpu.
- Custom textures
Custom textures are not supported for the moment.
- Custom Vulkan allocators
Custom Vulkan allocators are not supported for the moment.
You can find an example of integration in the common module of the examples.
You need to implement that trait that will be used to access Vulkan resources such as the instance and device.
This is the main struct of the renderer. It has 3 function:
-
Renderer::new
create and initialize the renderer. It takes:- A reference to a struct implementing
RendererVkContext
- The number of frames in flight of the application
- The
RenderPass
use during rendering
- A reference to a struct implementing
-
Renderer::cmd_draw
records commands required to render the ui. Tt takes:- A reference to a struct implementing
RendererVkContext
- A
CommandBuffer
to record commands to - A reference to the
DrawData
generated by imgui-rs
- A reference to a struct implementing
-
Renderer::destroy
release all gpu resources allocated by the renderer. It takes:- A reference to a struct implementing
RendererVkContext
- A reference to a struct implementing
Renderer::new
and Renderer::cmd_draw
return a RendererResult
which is defined as follows:
type RendererResult<T> = Result<T, RendererError>;
You can run a set of examples by running the following command:
# If you want to enable validation layers
export VK_LAYER_PATH=$VULKAN_SDK/Bin
export VK_INSTANCE_LAYERS=VK_LAYER_KHRONOS_validation
# If you changed the shader code (you'll need glslangValidator on you PATH)
# There is also a PowerShell version (compile_shaders.ps1)
./compile_shaders.sh
# Run an example
cargo run --example <example>
# Example can be one of the following value:
# - color_button
# - hello_world
# - progress_bar
# - radio_button
# - test_drawing_channels_split
# - test_window_impl
# - test_window