forked from Green-Sky/tomato
Green Sky
293f4fd0a0
00ad3c65bc2 Version 1.90.7 f814ef816fb Commented out CaptureKeyboardFromApp(), CaptureMouseFromApp(). Commented out obsolete IsKeyPressedMap() from imgui_internal.h (can call IsKeyPressed). Comments b9084949bd7 Fixed typo in IsMouseDragging and GetMouseDragDelta's documentation. (#7620) 86931393a36 Shortcuts: Revert "SetShortcutRouting: require explicit routing. (#456) 7832e6a70e6 Shortcuts: Routing: fixed mixed keys<>chars filtering not applying on global routes. (#456, #7618) 85d982011e9 Shortcuts: fixed priority of route calculation (higher first). (#456, #7618) ce4e210dcb6 Shotcuts: renamed ImGuiInputFlags_RouteGlobalOverFocused -> ImGuiInputFlags_RouteOverFocused, ImGuiInputFlags_RouteGlobalOverActive -> ImGuiInputFlags_RouteOverActive in previsiion of using them with a Hovered route. (#456) 5ce3d299555 Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456) 650cb51bf10 Shortcuts: renamed ImGuiInputFlags_RouteActiveItem to ImGuiInputFlags_RouteActive. (#456, #7618) ef9d525f02c Shortcuts: added ImGuiInputFlags_RouteActiveItem. (#456, #7618) + rearrange Changelog 16b72f2d210 Comments 29439bdd27c Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY and double-clicking on a border. (#1710) 374b9a7fb43 Demo: Documents: refactor + add Renaming option. (#7233) c150ad50c46 Shortcuts: claim mods ownership once pressed. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) 1002cfa6d2d Demo, Shortcut(): amend Shortcuts demo. (#456) 7c71e66370d Shortcuts, SetShortcutRouting: move ImGuiInputFlags_RouteFromRootWindow evaluation to SetShortcutRouting() for now. (#456) d5a600e9c64 Shortcuts, SetShortcutRouting: added ImGuiInputFlags_RouteFromRootWindow. Made it possible for SetShortcutRouting() to query for another location. 0eb025f4847 Internals: move ItemHandleShortcut() next to Shortcut(), it's calling it anyhow. (#456) a689fa262ae SetShortcutRouting: require explicit routing. (#456) c06e6340cde Shortcuts: added ImGuiInputFlags_Tooltip. (#456) 77e41718940 Shortcuts: added flags to SetNextItemShortcut(). (#456) 197f8904fe8 Shortcuts, Nav: make SetNextItemShortcut() work when another item is active. Made NavCalcPreferredRefPos() take account for remote activation. (#456) dc5caa483cd Demo: added "Shortcuts" section. (#456, #2637) fc512a24741 Inputs: Added Shortcut(), SetNextItemShortcut(). Added ImGuiInputFlags, ImGuiInputFlags_RouteXXXX. (#456, #2637) 85513de2476 Internals, Inputs: *Breaking* Swapped parameter order of owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456) 900b29055c5 Internals, Inputs: *Breaking* Swapped parameter order of Shortcut(). (#456) 55748cdbe12 Internals, Inputs: *Breaking* Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit. ec1d2be96f3 Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen locking. (#2496, #3907, #6308, #7615) 6d1a6f1c748 Internals, Inputs: Comments, alignment. 4c3eac2c10e Backends: OpenGL3: Fixed zealous warning by initializing last_pixel_unpack_buffer. (#7614) a1566c5e1ba Tables: fixed 28a283b breaking PageDown on tables with no interactive items. aa725ca79dc Inputs: moving ImGuiInputFlags_RouteAlways into ImGuiInputFlags_RouteTypeMask_ cd48059dc53 Tables: comments about skipping access to table data in coarse clipping path. 28a283b4603 Windows: BeginChild(), Tables:fixed visibility of fully clipped child windows and tables to Test Engine. aa5a6098ee2 Fixed typos in comments (#7599) d39ca33b63a Fixed false positive with PVS-Studio. ae8218a3eaf Inputs, Shortcut: fixes some edge cases for GetKeyChordName(), clarify that it is aimed at display. (#456) 25e279ee73f Inputs: Treat ctrl-left-click as right click when ConfigMacOSXBehaviors is set. (#2343) b4f564c1ed7 Internals: Shortcuts: *Breaking* : rename ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest (#456) 5107e58b0f3 Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343) 8bd5d1d42f0 Inputs: Fixed swapping of keys associated to mods. Fixed warnings. (#2343, #4084, #5923, #456) 77471066471 Inputs: swap Ctrl and Cmd on macOS X, remove ImGuiMod_Shortcut. (#2343, #4084, #5923, #456) 07dbcf1f70d Fixed typos. (#7593) 93daf232233 Examples: SDL3: updates for latest SDL3 API changes. e45efa9951a Backends: SDL3: Rename SDLK_QUOTE and SDLK_BACKQUOTE to SDLK_APOSTROPHE and SDLK_GRAVE. (#7580) 5d973a87d45 Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. af2fbf043df Backends/Internals: Don't use IME and clipboard default win32 functions when WINAPI_FAMILY_GAMES (#7585) e4576914cb9 Internals: amend f806c76 to better match docking + fixed unused static forward declaration warning. d0524df8879 Internals: slight refactor FindHoveredWindow() -> FindHoveredWindowEx() toward reducing far-away code duplication. f806c76e97b Tables, Dpi: added dummy g.DpiScale storage (to be altered in docking), using to scale tables border hit thickness. f0912833ba9 Update FAQ.md (#7581) ac90e1bd5bd Backends: Win32: replace bd != nullptr assert with early out. (#6275) 0a5d40a0161 Update FAQ.md d06b8b58d84 Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. 5e236804541 Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller code and compiled version of dear imgui. (#7568) 510eb8f4801 Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) f48aae600a2 Version 1.90.7 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 00ad3c65bc256a16521288505f26fb335440f8f5
593 lines
27 KiB
Plaintext
593 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) with 16-bit indices.
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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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// 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(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();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_metal";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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return true;
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}
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void ImGui_ImplMetal_Shutdown()
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGui_ImplMetal_DestroyDeviceObjects();
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ImGui_ImplMetal_DestroyBackendData();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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}
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
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bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
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if (bd->SharedMetalContext.depthStencilState == nil)
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ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
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}
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static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
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MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
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{
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IM_UNUSED(commandBuffer);
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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[commandEncoder setCullMode:MTLCullModeNone];
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[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to
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// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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MTLViewport viewport =
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{
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.originX = 0.0,
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.originY = 0.0,
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.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
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.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
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.znear = 0.0,
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.zfar = 1.0
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};
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[commandEncoder setViewport:viewport];
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float L = drawData->DisplayPos.x;
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float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
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float T = drawData->DisplayPos.y;
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float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
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float N = (float)viewport.znear;
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float F = (float)viewport.zfar;
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const float ortho_projection[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 1/(F-N), 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
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};
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[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
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[commandEncoder setRenderPipelineState:renderPipelineState];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
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}
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// Metal Render function.
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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MetalContext* ctx = bd->SharedMetalContext;
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
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int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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return;
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// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
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// The hit rate for this cache should be very near 100%.
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id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
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if (renderPipelineState == nil)
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{
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// No luck; make a new render pipeline state
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renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
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// Cache render pipeline state for later reuse
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ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
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}
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size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
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size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
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MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
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MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
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ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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size_t vertexBufferOffset = 0;
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size_t indexBufferOffset = 0;
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for (int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = drawData->CmdLists[n];
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memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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// Clamp to viewport as setScissorRect() won't accept values that are off bounds
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
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continue;
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// Apply scissor/clipping rectangle
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MTLScissorRect scissorRect =
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{
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.x = NSUInteger(clip_min.x),
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.y = NSUInteger(clip_min.y),
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.width = NSUInteger(clip_max.x - clip_min.x),
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.height = NSUInteger(clip_max.y - clip_min.y)
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};
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[commandEncoder setScissorRect:scissorRect];
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// Bind texture, Draw
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if (ImTextureID tex_id = pcmd->GetTexID())
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
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[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)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
|
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
|
}
|
|
|
|
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
|
{
|
|
dispatch_async(dispatch_get_main_queue(), ^{
|
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
|
if (bd != nullptr)
|
|
{
|
|
@synchronized(bd->SharedMetalContext.bufferCache)
|
|
{
|
|
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
|
|
[bd->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((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
|
|
|
|
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];
|
|
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
|