f5befd2d29 Version 1.91.9b cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934) 93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496) a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section. bfaef8ca17 Version 1.92.0 WIP 2737dbb1e1 Docs: Fixed typo. Very oops. (#8495) 4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495) d6493aab02 Fix typo in comment (#8494) 97428e8ac9 Version 1.91.9 ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)" d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934) de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn. 09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10." 557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 51e4cba909 Backends: Fixed zealous warnings. 39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 88d4827b64 Update FAQ.md for SDL3 (#8480) 3c3d943fb1 Docs: Fix some typos (#8473) 806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452) 4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor. c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238) 1aab00da85 Misc shallow tweaks/tidying up. (#8446) 482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section. 494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650) aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount. 6e29450f76 Internals: added IsItemActiveAsInputText() helper. 030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 74afea04d6 Fix typos in docs (#8427) edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) a6bcbb173b Examples: Android: Update kotlin version (#8409) 6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed. 05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934) eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends. 8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387) 78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f. 2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338) 474305c476 ImFont: simpler constructor. ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) f94a5f0e8c Docs: Update doc about plutosvg (#8395) b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) a931fb7f51 Fixed static analyzer warning. 7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index. 6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag. 4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 88cda0cab6 Fixed minor warning. Added comment. a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) e8ad60cc4f Fix typo (#8382) 50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196) e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders. 914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph() 4f1d3809c3 Fixed tabs and spaces (#8377) 0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small. cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242) 2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) de962e83d0 ImFont: remove SetGlyphVisible() da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370) f820bf7cd4 Version 1.91.9 WIP e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. dbb5eeaadf Version 1.91.8 e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356) fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) c0308da665 Fixed zealous GCC warning. (#8355) dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay" a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355) dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable. ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild() 134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) 5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 4211fdc70b ImFont: compact comments in header section. 9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887) 10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346) fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] 7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region. 4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. d7454de80a Font: minor tweak to struct alignment. dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 007735737a Ignore vscode artifacts (#8324) b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 0e21bde77b Misc shallow merge to reduce diff in other branches. 8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. c59a2267d0 Version 1.91.8 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: f5befd2d29e66809cd1110a152e375a7f1981f06
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598 lines
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// dear imgui: Renderer Backend for Metal
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// This needs to be used along with a Platform Backend (e.g. OSX)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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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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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-02-03: Metal: Crash fix. (#8367)
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// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
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// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
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// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
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// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
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// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
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// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
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// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-07-05: Metal: Added new Metal backend implementation.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_metal.h"
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#import <time.h>
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#import <Metal/Metal.h>
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#pragma mark - Support classes
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// A wrapper around a MTLBuffer object that knows the last time it was reused
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@interface MetalBuffer : NSObject
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@property (nonatomic, strong) id<MTLBuffer> buffer;
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@property (nonatomic, assign) double lastReuseTime;
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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
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@end
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// An object that encapsulates the data necessary to uniquely identify a
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// render pipeline state. These are used as cache keys.
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@interface FramebufferDescriptor : NSObject<NSCopying>
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@property (nonatomic, assign) unsigned long sampleCount;
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@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
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@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
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@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
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@end
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// A singleton that stores long-lived objects that are needed by the Metal
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// renderer backend. Stores the render pipeline state cache and the default
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// font texture, and manages the reusable buffer cache.
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@interface MetalContext : NSObject
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@property (nonatomic, strong) id<MTLDevice> device;
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@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
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@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
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@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
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@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
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@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
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@property (nonatomic, assign) double lastBufferCachePurge;
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- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
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- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
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@end
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struct ImGui_ImplMetal_Data
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{
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MetalContext* SharedMetalContext;
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ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
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static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
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static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
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#ifdef IMGUI_IMPL_METAL_CPP
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#pragma mark - Dear ImGui Metal C++ Backend API
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bool ImGui_ImplMetal_Init(MTL::Device* device)
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{
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return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
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}
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void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
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{
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ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
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}
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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MTL::CommandBuffer* commandBuffer,
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MTL::RenderCommandEncoder* commandEncoder)
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{
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ImGui_ImplMetal_RenderDrawData(draw_data,
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(__bridge id<MTLCommandBuffer>)(commandBuffer),
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(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
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}
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bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
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{
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return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
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}
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bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
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{
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return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
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}
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#endif // #ifdef IMGUI_IMPL_METAL_CPP
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#pragma mark - Dear ImGui Metal Backend API
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bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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{
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ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_metal";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
bd->SharedMetalContext = [[MetalContext alloc] init];
|
|
bd->SharedMetalContext.device = device;
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplMetal_Shutdown()
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
IM_UNUSED(bd);
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGui_ImplMetal_DestroyDeviceObjects();
|
|
ImGui_ImplMetal_DestroyBackendData();
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
}
|
|
|
|
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
|
|
#ifdef IMGUI_IMPL_METAL_CPP
|
|
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
|
|
#else
|
|
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
|
#endif
|
|
if (bd->SharedMetalContext.depthStencilState == nil)
|
|
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
|
|
}
|
|
|
|
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
|
|
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
|
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
|
{
|
|
IM_UNUSED(commandBuffer);
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
[commandEncoder setCullMode:MTLCullModeNone];
|
|
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
|
|
|
|
// Setup viewport, orthographic projection matrix
|
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
|
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
|
MTLViewport viewport =
|
|
{
|
|
.originX = 0.0,
|
|
.originY = 0.0,
|
|
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
|
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
|
.znear = 0.0,
|
|
.zfar = 1.0
|
|
};
|
|
[commandEncoder setViewport:viewport];
|
|
|
|
float L = drawData->DisplayPos.x;
|
|
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
|
float T = drawData->DisplayPos.y;
|
|
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
|
float N = (float)viewport.znear;
|
|
float F = (float)viewport.zfar;
|
|
const float ortho_projection[4][4] =
|
|
{
|
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
|
|
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
|
};
|
|
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
|
|
|
[commandEncoder setRenderPipelineState:renderPipelineState];
|
|
|
|
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
|
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
|
}
|
|
|
|
// Metal Render function.
|
|
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
MetalContext* ctx = bd->SharedMetalContext;
|
|
|
|
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
|
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
|
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
|
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
|
return;
|
|
|
|
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
|
// The hit rate for this cache should be very near 100%.
|
|
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
|
if (renderPipelineState == nil)
|
|
{
|
|
// No luck; make a new render pipeline state
|
|
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
|
|
|
|
// Cache render pipeline state for later reuse
|
|
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
|
}
|
|
|
|
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
|
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
|
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
|
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
|
|
|
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
|
|
|
|
// Will project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
|
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
|
|
|
// Render command lists
|
|
size_t vertexBufferOffset = 0;
|
|
size_t indexBufferOffset = 0;
|
|
for (int n = 0; n < drawData->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = drawData->CmdLists[n];
|
|
|
|
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
|
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
|
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback)
|
|
{
|
|
// User callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
|
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
|
|
else
|
|
pcmd->UserCallback(draw_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
|
|
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
|
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
|
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle
|
|
MTLScissorRect scissorRect =
|
|
{
|
|
.x = NSUInteger(clip_min.x),
|
|
.y = NSUInteger(clip_min.y),
|
|
.width = NSUInteger(clip_max.x - clip_min.x),
|
|
.height = NSUInteger(clip_max.y - clip_min.y)
|
|
};
|
|
[commandEncoder setScissorRect:scissorRect];
|
|
|
|
// Bind texture, Draw
|
|
if (ImTextureID tex_id = pcmd->GetTexID())
|
|
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
|
|
|
|
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
|
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
|
indexCount:pcmd->ElemCount
|
|
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
|
indexBuffer:indexBuffer.buffer
|
|
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
|
}
|
|
}
|
|
|
|
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
|
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
|
}
|
|
|
|
MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
|
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
|
{
|
|
dispatch_async(dispatch_get_main_queue(), ^{
|
|
@synchronized(sharedMetalContext.bufferCache)
|
|
{
|
|
[sharedMetalContext.bufferCache addObject:vertexBuffer];
|
|
[sharedMetalContext.bufferCache addObject:indexBuffer];
|
|
}
|
|
});
|
|
}];
|
|
}
|
|
|
|
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
|
|
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
|
|
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
|
|
// You can make that change in your implementation.
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
|
width:(NSUInteger)width
|
|
height:(NSUInteger)height
|
|
mipmapped:NO];
|
|
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
|
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
|
textureDescriptor.storageMode = MTLStorageModeManaged;
|
|
#else
|
|
textureDescriptor.storageMode = MTLStorageModeShared;
|
|
#endif
|
|
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
|
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
|
bd->SharedMetalContext.fontTexture = texture;
|
|
io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
|
|
|
|
return (bd->SharedMetalContext.fontTexture != nil);
|
|
}
|
|
|
|
void ImGui_ImplMetal_DestroyFontsTexture()
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
bd->SharedMetalContext.fontTexture = nil;
|
|
io.Fonts->SetTexID(0);
|
|
}
|
|
|
|
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
|
depthStencilDescriptor.depthWriteEnabled = NO;
|
|
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
|
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
|
#ifdef IMGUI_IMPL_METAL_CPP
|
|
[depthStencilDescriptor release];
|
|
#endif
|
|
ImGui_ImplMetal_CreateFontsTexture(device);
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplMetal_DestroyDeviceObjects()
|
|
{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
ImGui_ImplMetal_DestroyFontsTexture();
|
|
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
|
}
|
|
|
|
#pragma mark - MetalBuffer implementation
|
|
|
|
@implementation MetalBuffer
|
|
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
|
|
{
|
|
if ((self = [super init]))
|
|
{
|
|
_buffer = buffer;
|
|
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
|
|
}
|
|
return self;
|
|
}
|
|
@end
|
|
|
|
#pragma mark - FramebufferDescriptor implementation
|
|
|
|
@implementation FramebufferDescriptor
|
|
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
|
|
{
|
|
if ((self = [super init]))
|
|
{
|
|
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
|
|
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
|
|
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
|
|
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
|
|
}
|
|
return self;
|
|
}
|
|
|
|
- (nonnull id)copyWithZone:(nullable NSZone*)zone
|
|
{
|
|
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
|
|
copy.sampleCount = self.sampleCount;
|
|
copy.colorPixelFormat = self.colorPixelFormat;
|
|
copy.depthPixelFormat = self.depthPixelFormat;
|
|
copy.stencilPixelFormat = self.stencilPixelFormat;
|
|
return copy;
|
|
}
|
|
|
|
- (NSUInteger)hash
|
|
{
|
|
NSUInteger sc = _sampleCount & 0x3;
|
|
NSUInteger cf = _colorPixelFormat & 0x3FF;
|
|
NSUInteger df = _depthPixelFormat & 0x3FF;
|
|
NSUInteger sf = _stencilPixelFormat & 0x3FF;
|
|
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
|
|
return hash;
|
|
}
|
|
|
|
- (BOOL)isEqual:(id)object
|
|
{
|
|
FramebufferDescriptor* other = object;
|
|
if (![other isKindOfClass:[FramebufferDescriptor class]])
|
|
return NO;
|
|
return other.sampleCount == self.sampleCount &&
|
|
other.colorPixelFormat == self.colorPixelFormat &&
|
|
other.depthPixelFormat == self.depthPixelFormat &&
|
|
other.stencilPixelFormat == self.stencilPixelFormat;
|
|
}
|
|
|
|
@end
|
|
|
|
#pragma mark - MetalContext implementation
|
|
|
|
@implementation MetalContext
|
|
- (instancetype)init
|
|
{
|
|
if ((self = [super init]))
|
|
{
|
|
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
|
self.bufferCache = [NSMutableArray array];
|
|
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
|
}
|
|
return self;
|
|
}
|
|
|
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
|
{
|
|
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
|
|
|
@synchronized(self.bufferCache)
|
|
{
|
|
// Purge old buffers that haven't been useful for a while
|
|
if (now - self.lastBufferCachePurge > 1.0)
|
|
{
|
|
NSMutableArray* survivors = [NSMutableArray array];
|
|
for (MetalBuffer* candidate in self.bufferCache)
|
|
if (candidate.lastReuseTime > self.lastBufferCachePurge)
|
|
[survivors addObject:candidate];
|
|
self.bufferCache = [survivors mutableCopy];
|
|
self.lastBufferCachePurge = now;
|
|
}
|
|
|
|
// See if we have a buffer we can reuse
|
|
MetalBuffer* bestCandidate = nil;
|
|
for (MetalBuffer* candidate in self.bufferCache)
|
|
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
|
bestCandidate = candidate;
|
|
|
|
if (bestCandidate != nil)
|
|
{
|
|
[self.bufferCache removeObject:bestCandidate];
|
|
bestCandidate.lastReuseTime = now;
|
|
return bestCandidate;
|
|
}
|
|
}
|
|
|
|
// No luck; make a new buffer
|
|
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
|
|
return [[MetalBuffer alloc] initWithBuffer:backing];
|
|
}
|
|
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
|
{
|
|
NSError* error = nil;
|
|
|
|
NSString* shaderSource = @""
|
|
"#include <metal_stdlib>\n"
|
|
"using namespace metal;\n"
|
|
"\n"
|
|
"struct Uniforms {\n"
|
|
" float4x4 projectionMatrix;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VertexIn {\n"
|
|
" float2 position [[attribute(0)]];\n"
|
|
" float2 texCoords [[attribute(1)]];\n"
|
|
" uchar4 color [[attribute(2)]];\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VertexOut {\n"
|
|
" float4 position [[position]];\n"
|
|
" float2 texCoords;\n"
|
|
" float4 color;\n"
|
|
"};\n"
|
|
"\n"
|
|
"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
|
|
" constant Uniforms &uniforms [[buffer(1)]]) {\n"
|
|
" VertexOut out;\n"
|
|
" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
|
|
" out.texCoords = in.texCoords;\n"
|
|
" out.color = float4(in.color) / float4(255.0);\n"
|
|
" return out;\n"
|
|
"}\n"
|
|
"\n"
|
|
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
|
|
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
|
|
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
|
|
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
|
|
" return half4(in.color) * texColor;\n"
|
|
"}\n";
|
|
|
|
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
|
|
if (library == nil)
|
|
{
|
|
NSLog(@"Error: failed to create Metal library: %@", error);
|
|
return nil;
|
|
}
|
|
|
|
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
|
|
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
|
|
|
|
if (vertexFunction == nil || fragmentFunction == nil)
|
|
{
|
|
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
|
|
return nil;
|
|
}
|
|
|
|
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
|
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
|
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
|
vertexDescriptor.attributes[0].bufferIndex = 0;
|
|
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
|
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
|
vertexDescriptor.attributes[1].bufferIndex = 0;
|
|
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
|
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
|
vertexDescriptor.attributes[2].bufferIndex = 0;
|
|
vertexDescriptor.layouts[0].stepRate = 1;
|
|
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
|
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
|
|
|
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
|
pipelineDescriptor.vertexFunction = vertexFunction;
|
|
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
|
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
|
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
|
|
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
|
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
|
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
|
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
|
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
|
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
|
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
|
|
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
|
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
|
|
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
|
|
|
|
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
|
if (error != nil)
|
|
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
|
|
|
return renderPipelineState;
|
|
}
|
|
|
|
@end
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
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