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5c1d2d1e4c5 Version 1.91.7 9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988) c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670) 32cea853317 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments. a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317) 1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302) 596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988) 940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300) c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2b8545684ca Refactor: moved Window Focus related functions to a dedicated section. bbbdc70f26b Refactor: moved FindBlockingModal() in its section. e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166) 0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 3115ae08159 Demo: Font selector combo sets default focus. cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180) f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590) af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. 93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180) 38e606a153b Examples: Add Win32+Vulkan example. (#8180) a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) dbf76f62f9e Update issue_template.yml e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) a0f907933d8 Happy new year! c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 87f3109c1af Fix capitalization of ImGuiID in comment. (#8283) 6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242) 18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch. 2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)" 61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer. 91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. ae839620b96 Docs: Updated EXAMPLES.md (#8246) 457fae24e7a Silence more zealous GCC warning. (#8241) cd6c83cdccb Fixes GCC warnings (#8241) 32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242) e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer. 13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) f9f4e22f6f7 InputText: some tidying up. (#7925) 4cc464eadc1 BeginListBox(): Comments (#8220) 1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) f25665f3600 Version 1.91.7 WIP 993fa347495 Version 1.91.6 2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling. f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197) 921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217) 2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933) 3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215) 18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 43fbd7ce840 Backends: standardized top of file comments. 566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107) 19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193) dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check. c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct. 90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867) 2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867) 9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often. dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch. 551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161) 5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators. 3260ea69545 Examples: Win32+DX12: Tweaks. 8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651) 3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip. f401021d5a5 Version 1.91.5 31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch) 01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135) 17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking. d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921) 738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 57ab2b42260 Fixed unused function warning (#8130) ec2f1d69c8d Docs: word-wrap some the older changelogs. 63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo. be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h 88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129) d4791f1bbef Fixed a comment typo. (#8128) 82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925) 75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925) f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 71c77c081ac Demo: added a "Windows" section. 772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs. a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 0bde57c25a9 Font, Misc: remove qualifier from most font functions. 3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586) d67e2eea1a0 Backends: Win32: internal rename. 81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085) 1039b7f543c Examples: added more build_win64.bat helpers. a908d73c16a Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463) 062e580436e Fixed copy/paste error in DebugModeWindow() (#8094) 4994e75852a Backends: DX12: Unmap() call specify written range. 41f02825fc5 Version 1.91.5 WIP 99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit. 83b64b8be22 Version 1.91.4 ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787) 3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059) 0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav. 0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071) 604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065) 38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064) 04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607) 83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064) 67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 971d243a872 Fixed typo (#8063) 49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924) 50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036) 42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation. 97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057) ad37b79bca2 Nav: shallow tidying up. 626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200) ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417) 20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) 98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) f29e505d94e CI: remove --disableLicenseExpirationCheck. a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 9fbc3134591 InputText: amend 661bba0. (#8048) 661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641) 6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641) 92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 19b494df89f Examples: DirectX12: update Windows SDK version. f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode. e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'. 1dde20ff4a1 Version 1.91.4 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
597 lines
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597 lines
27 KiB
Plaintext
// 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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// 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;
|
|
@end
|
|
|
|
struct ImGui_ImplMetal_Data
|
|
{
|
|
MetalContext* SharedMetalContext;
|
|
|
|
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
|
|
};
|
|
|
|
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
|
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
|
|
|
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
|
|
|
#ifdef IMGUI_IMPL_METAL_CPP
|
|
|
|
#pragma mark - Dear ImGui Metal C++ Backend API
|
|
|
|
bool ImGui_ImplMetal_Init(MTL::Device* device)
|
|
{
|
|
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
|
|
}
|
|
|
|
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
|
|
{
|
|
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
|
|
}
|
|
|
|
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
|
MTL::CommandBuffer* commandBuffer,
|
|
MTL::RenderCommandEncoder* commandEncoder)
|
|
{
|
|
ImGui_ImplMetal_RenderDrawData(draw_data,
|
|
(__bridge id<MTLCommandBuffer>)(commandBuffer),
|
|
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
|
|
|
|
}
|
|
|
|
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
|
|
{
|
|
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
|
|
}
|
|
|
|
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
|
{
|
|
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
|
|
}
|
|
|
|
#endif // #ifdef IMGUI_IMPL_METAL_CPP
|
|
|
|
#pragma mark - Dear ImGui Metal Backend API
|
|
|
|
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
|
{
|
|
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);
|
|
}
|
|
|
|
__block MetalContext* sharedMetalContext = bd->SharedMetalContext;
|
|
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
|
{
|
|
dispatch_async(dispatch_get_main_queue(), ^{
|
|
@synchronized(bd->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
|