723 lines
33 KiB
Plaintext
723 lines
33 KiB
Plaintext
![]() |
// dear imgui: Renderer Backend for Metal
|
||
|
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||
|
|
||
|
// Implemented features:
|
||
|
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||
|
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||
|
|
||
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||
|
|
||
|
// CHANGELOG
|
||
|
// (minor and older changes stripped away, please see git history for details)
|
||
|
// 2022-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||
|
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
|
||
|
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
|
||
|
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
|
||
|
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
|
||
|
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||
|
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
|
||
|
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
|
||
|
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||
|
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||
|
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||
|
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||
|
// 2018-07-05: Metal: Added new Metal backend implementation.
|
||
|
|
||
|
#include "imgui.h"
|
||
|
#include "imgui_impl_metal.h"
|
||
|
#import <time.h>
|
||
|
#import <Metal/Metal.h>
|
||
|
|
||
|
// Forward Declarations
|
||
|
static void ImGui_ImplMetal_InitPlatformInterface();
|
||
|
static void ImGui_ImplMetal_ShutdownPlatformInterface();
|
||
|
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
|
||
|
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||
|
|
||
|
#pragma mark - Support classes
|
||
|
|
||
|
// A wrapper around a MTLBuffer object that knows the last time it was reused
|
||
|
@interface MetalBuffer : NSObject
|
||
|
@property (nonatomic, strong) id<MTLBuffer> buffer;
|
||
|
@property (nonatomic, assign) double lastReuseTime;
|
||
|
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
|
||
|
@end
|
||
|
|
||
|
// An object that encapsulates the data necessary to uniquely identify a
|
||
|
// render pipeline state. These are used as cache keys.
|
||
|
@interface FramebufferDescriptor : NSObject<NSCopying>
|
||
|
@property (nonatomic, assign) unsigned long sampleCount;
|
||
|
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
|
||
|
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
|
||
|
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
|
||
|
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
|
||
|
@end
|
||
|
|
||
|
// A singleton that stores long-lived objects that are needed by the Metal
|
||
|
// renderer backend. Stores the render pipeline state cache and the default
|
||
|
// font texture, and manages the reusable buffer cache.
|
||
|
@interface MetalContext : NSObject
|
||
|
@property (nonatomic, strong) id<MTLDevice> device;
|
||
|
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
|
||
|
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
|
||
|
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
|
||
|
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
|
||
|
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
|
||
|
@property (nonatomic, assign) double lastBufferCachePurge;
|
||
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||
|
@end
|
||
|
|
||
|
struct ImGui_ImplMetal_Data
|
||
|
{
|
||
|
MetalContext* SharedMetalContext;
|
||
|
|
||
|
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
|
||
|
};
|
||
|
|
||
|
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||
|
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }
|
||
|
static void ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||
|
|
||
|
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<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((id<MTLDevice>)(device));
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
|
||
|
{
|
||
|
ImGui_ImplMetal_NewFrame((MTLRenderPassDescriptor*)(renderPassDescriptor));
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||
|
MTL::CommandBuffer* commandBuffer,
|
||
|
MTL::RenderCommandEncoder* commandEncoder)
|
||
|
{
|
||
|
ImGui_ImplMetal_RenderDrawData(draw_data,
|
||
|
(id<MTLCommandBuffer>)(commandBuffer),
|
||
|
(id<MTLRenderCommandEncoder>)(commandEncoder));
|
||
|
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
|
||
|
{
|
||
|
return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device));
|
||
|
}
|
||
|
|
||
|
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||
|
{
|
||
|
return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device));
|
||
|
}
|
||
|
|
||
|
#endif // #ifdef IMGUI_IMPL_METAL_CPP
|
||
|
|
||
|
#pragma mark - Dear ImGui Metal Backend API
|
||
|
|
||
|
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||
|
{
|
||
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
|
||
|
ImGuiIO& io = ImGui::GetIO();
|
||
|
io.BackendRendererUserData = (void*)bd;
|
||
|
io.BackendRendererName = "imgui_impl_metal";
|
||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||
|
|
||
|
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||
|
bd->SharedMetalContext.device = device;
|
||
|
|
||
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||
|
ImGui_ImplMetal_InitPlatformInterface();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplMetal_Shutdown()
|
||
|
{
|
||
|
ImGui_ImplMetal_ShutdownPlatformInterface();
|
||
|
ImGui_ImplMetal_DestroyDeviceObjects();
|
||
|
ImGui_ImplMetal_DestroyBackendData();
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||
|
{
|
||
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||
|
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||
|
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||
|
|
||
|
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* cmd_list = drawData->CmdLists[n];
|
||
|
|
||
|
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||
|
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||
|
|
||
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||
|
{
|
||
|
const ImDrawCmd* pcmd = &cmd_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(cmd_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>)(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)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();
|
||
|
[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(nullptr);
|
||
|
}
|
||
|
|
||
|
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_CreateDeviceObjectsForPlatformWindows();
|
||
|
ImGui_ImplMetal_CreateFontsTexture(device);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void ImGui_ImplMetal_DestroyDeviceObjects()
|
||
|
{
|
||
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||
|
ImGui_ImplMetal_DestroyFontsTexture();
|
||
|
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
|
||
|
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||
|
}
|
||
|
|
||
|
#pragma mark - Multi-viewport support
|
||
|
|
||
|
#import <QuartzCore/CAMetalLayer.h>
|
||
|
|
||
|
#if TARGET_OS_OSX
|
||
|
#import <Cocoa/Cocoa.h>
|
||
|
#endif
|
||
|
|
||
|
//--------------------------------------------------------------------------------------------------------
|
||
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||
|
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
|
||
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
||
|
//--------------------------------------------------------------------------------------------------------
|
||
|
|
||
|
struct ImGuiViewportDataMetal
|
||
|
{
|
||
|
CAMetalLayer* MetalLayer;
|
||
|
id<MTLCommandQueue> CommandQueue;
|
||
|
MTLRenderPassDescriptor* RenderPassDescriptor;
|
||
|
void* Handle = NULL;
|
||
|
bool FirstFrame = true;
|
||
|
};
|
||
|
|
||
|
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
|
||
|
{
|
||
|
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||
|
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
|
||
|
viewport->RendererUserData = data;
|
||
|
|
||
|
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
||
|
// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the NSWindow*.
|
||
|
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
|
||
|
IM_ASSERT(handle != NULL);
|
||
|
|
||
|
id<MTLDevice> device = [bd->SharedMetalContext.depthStencilState device];
|
||
|
CAMetalLayer* layer = [CAMetalLayer layer];
|
||
|
layer.device = device;
|
||
|
layer.framebufferOnly = YES;
|
||
|
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||
|
#if TARGET_OS_OSX
|
||
|
NSWindow* window = (__bridge NSWindow*)handle;
|
||
|
NSView* view = window.contentView;
|
||
|
view.layer = layer;
|
||
|
view.wantsLayer = YES;
|
||
|
#endif
|
||
|
data->MetalLayer = layer;
|
||
|
data->CommandQueue = [device newCommandQueue];
|
||
|
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
|
||
|
data->Handle = handle;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
|
||
|
{
|
||
|
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
|
||
|
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
|
||
|
IM_DELETE(data);
|
||
|
viewport->RendererUserData = NULL;
|
||
|
}
|
||
|
|
||
|
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
|
||
|
{
|
||
|
return CGSizeMake(size.width * scale, size.height * scale);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||
|
{
|
||
|
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
|
||
|
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
|
||
|
{
|
||
|
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
|
||
|
|
||
|
#if TARGET_OS_OSX
|
||
|
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
|
||
|
NSWindow* window = (__bridge NSWindow*)handle;
|
||
|
|
||
|
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
|
||
|
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
|
||
|
{
|
||
|
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
|
||
|
// approximately 1 second if the Metal layer is completely occluded.
|
||
|
return;
|
||
|
}
|
||
|
data->FirstFrame = false;
|
||
|
|
||
|
viewport->DpiScale = static_cast<float>(window.backingScaleFactor);
|
||
|
if (data->MetalLayer.contentsScale != viewport->DpiScale)
|
||
|
{
|
||
|
data->MetalLayer.contentsScale = viewport->DpiScale;
|
||
|
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
|
||
|
}
|
||
|
viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
|
||
|
#endif
|
||
|
|
||
|
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
|
||
|
if (drawable == nil)
|
||
|
return;
|
||
|
|
||
|
MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
|
||
|
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||
|
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
|
||
|
if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
|
||
|
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||
|
|
||
|
id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
|
||
|
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||
|
ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
|
||
|
[renderEncoder endEncoding];
|
||
|
|
||
|
[commandBuffer presentDrawable:drawable];
|
||
|
[commandBuffer commit];
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_InitPlatformInterface()
|
||
|
{
|
||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||
|
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
|
||
|
platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
|
||
|
platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
|
||
|
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_ShutdownPlatformInterface()
|
||
|
{
|
||
|
ImGui::DestroyPlatformWindows();
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
|
||
|
{
|
||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||
|
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||
|
if (!platform_io.Viewports[i]->RendererUserData)
|
||
|
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
|
||
|
}
|
||
|
|
||
|
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
||
|
{
|
||
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||
|
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
||
|
if (platform_io.Viewports[i]->RendererUserData)
|
||
|
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
|
||
|
}
|
||
|
|
||
|
#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]))
|
||
|
{
|
||
|
_renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||
|
_bufferCache = [NSMutableArray array];
|
||
|
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||
|
}
|
||
|
return self;
|
||
|
}
|
||
|
|
||
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||
|
{
|
||
|
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
||
|
|
||
|
// 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 = IM_OFFSETOF(ImDrawVert, pos);
|
||
|
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||
|
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||
|
vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||
|
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||
|
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||
|
vertexDescriptor.attributes[2].offset = IM_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.sampleCount = 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
|