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@@ -43,46 +43,33 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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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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+@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) 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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+- (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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-- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
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-- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
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-- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
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-- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
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-- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
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-- (void)emptyRenderPipelineStateCache;
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-- (void)setupRenderState:(ImDrawData *)drawData
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- commandBuffer:(id<MTLCommandBuffer>)commandBuffer
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- commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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- renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
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- vertexBuffer:(MetalBuffer *)vertexBuffer
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- vertexBufferOffset:(size_t)vertexBufferOffset;
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-- (void)renderDrawData:(ImDrawData *)drawData
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- commandBuffer:(id<MTLCommandBuffer>)commandBuffer
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- commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
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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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@@ -161,7 +148,7 @@ void ImGui_ImplMetal_Shutdown()
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ImGui_ImplMetal_DestroyBackendData();
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}
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-void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
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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->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
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@@ -171,19 +158,186 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
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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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+
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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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+
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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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+
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+ [commandEncoder setRenderPipelineState:renderPipelineState];
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+
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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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+
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// Metal Render function.
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-void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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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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- [bd->SharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
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+ MetalContext* ctx = bd->SharedMetalContext;
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+
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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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+
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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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+
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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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+
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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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+
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+ ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
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+ [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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+ indexCount:pcmd->ElemCount
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+ indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
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+ indexBuffer:indexBuffer.buffer
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+ indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
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+ }
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+ }
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+
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+ vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
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+ indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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+ }
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+
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+ [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
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+ {
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+ dispatch_async(dispatch_get_main_queue(), ^{
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+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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+ [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
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+ [bd->SharedMetalContext.bufferCache addObject:indexBuffer];
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+ });
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+ }];
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}
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bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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- [bd->SharedMetalContext makeFontTextureWithDevice:device];
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- io.Fonts->SetTexID((__bridge void *)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
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+
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+ // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
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+ // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
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+ // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
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+ // You can make that change in your implementation.
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+ unsigned char* pixels;
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+ int width, height;
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+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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+ MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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+ width:(NSUInteger)width
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+ height:(NSUInteger)height
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+ mipmapped:NO];
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+ textureDescriptor.usage = MTLTextureUsageShaderRead;
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+#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
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+ textureDescriptor.storageMode = MTLStorageModeManaged;
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+#else
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+ textureDescriptor.storageMode = MTLStorageModeShared;
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+#endif
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+ id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
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+ [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
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+ bd->SharedMetalContext.fontTexture = texture;
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+ io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
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return (bd->SharedMetalContext.fontTexture != nil);
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}
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@@ -199,7 +353,10 @@ void ImGui_ImplMetal_DestroyFontsTexture()
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bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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- [bd->SharedMetalContext makeDeviceObjectsWithDevice:device];
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+ MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
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+ depthStencilDescriptor.depthWriteEnabled = NO;
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+ depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
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+ bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
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ImGui_ImplMetal_CreateFontsTexture(device);
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@@ -211,7 +368,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGui_ImplMetal_DestroyFontsTexture();
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ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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- [bd->SharedMetalContext emptyRenderPipelineStateCache];
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+ [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
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}
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#pragma mark - Multi-viewport support
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@@ -376,7 +533,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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#pragma mark - FramebufferDescriptor implementation
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@implementation FramebufferDescriptor
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-- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
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+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
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{
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if ((self = [super init]))
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{
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@@ -388,9 +545,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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return self;
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}
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-- (nonnull id)copyWithZone:(nullable NSZone *)zone
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+- (nonnull id)copyWithZone:(nullable NSZone*)zone
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{
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- FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
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+ FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
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copy.sampleCount = self.sampleCount;
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copy.colorPixelFormat = self.colorPixelFormat;
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copy.depthPixelFormat = self.depthPixelFormat;
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@@ -410,7 +567,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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- (BOOL)isEqual:(id)object
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{
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- FramebufferDescriptor *other = object;
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+ FramebufferDescriptor* other = object;
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if (![other isKindOfClass:[FramebufferDescriptor class]])
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return NO;
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return other.sampleCount == self.sampleCount &&
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@@ -424,7 +581,8 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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#pragma mark - MetalContext implementation
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@implementation MetalContext
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-- (instancetype)init {
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+- (instancetype)init
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+{
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if ((self = [super init]))
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{
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_renderPipelineStateCache = [NSMutableDictionary dictionary];
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@@ -434,61 +592,24 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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return self;
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}
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-- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
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-{
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- MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
|
|
- depthStencilDescriptor.depthWriteEnabled = NO;
|
|
|
- depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
|
|
- self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
|
|
-}
|
|
|
-
|
|
|
-// 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.
|
|
|
-- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
|
|
|
-{
|
|
|
- ImGuiIO &io = ImGui::GetIO();
|
|
|
- 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];
|
|
|
- self.fontTexture = texture;
|
|
|
-}
|
|
|
-
|
|
|
-- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
|
|
+- (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)
|
|
|
- {
|
|
|
+ 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)
|
|
|
+ MetalBuffer* bestCandidate = nil;
|
|
|
+ for (MetalBuffer* candidate in self.bufferCache)
|
|
|
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
|
|
bestCandidate = candidate;
|
|
|
|
|
@@ -504,34 +625,12 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
|
|
return [[MetalBuffer alloc] initWithBuffer:backing];
|
|
|
}
|
|
|
|
|
|
-- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
|
|
|
-{
|
|
|
- [self.bufferCache addObject:buffer];
|
|
|
-}
|
|
|
-
|
|
|
-- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
|
|
|
-{
|
|
|
- // 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 = self.renderPipelineStateCache[self.framebufferDescriptor];
|
|
|
-
|
|
|
- if (renderPipelineState == nil)
|
|
|
- {
|
|
|
- // No luck; make a new render pipeline state
|
|
|
- renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
|
|
|
- // Cache render pipeline state for later reuse
|
|
|
- self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
|
|
|
- }
|
|
|
-
|
|
|
- return renderPipelineState;
|
|
|
-}
|
|
|
-
|
|
|
// 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
|
|
|
+- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
|
|
{
|
|
|
- NSError *error = nil;
|
|
|
+ NSError* error = nil;
|
|
|
|
|
|
- NSString *shaderSource = @""
|
|
|
+ NSString* shaderSource = @""
|
|
|
"#include <metal_stdlib>\n"
|
|
|
"using namespace metal;\n"
|
|
|
"\n"
|
|
@@ -583,7 +682,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
|
|
return nil;
|
|
|
}
|
|
|
|
|
|
- MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
|
|
+ MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
|
|
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
|
|
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
|
|
vertexDescriptor.attributes[0].bufferIndex = 0;
|
|
@@ -597,7 +696,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
|
|
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
|
|
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
|
|
|
|
|
- MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
|
|
+ MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
|
|
pipelineDescriptor.vertexFunction = vertexFunction;
|
|
|
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
|
|
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
|
@@ -615,163 +714,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
|
|
|
|
|
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
|
|
if (error != nil)
|
|
|
- {
|
|
|
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
|
|
- }
|
|
|
|
|
|
return renderPipelineState;
|
|
|
}
|
|
|
|
|
|
-- (void)emptyRenderPipelineStateCache
|
|
|
-{
|
|
|
- [self.renderPipelineStateCache removeAllObjects];
|
|
|
-}
|
|
|
-
|
|
|
-- (void)setupRenderState:(ImDrawData *)drawData
|
|
|
- commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
|
|
- commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
|
|
- renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
|
|
- vertexBuffer:(MetalBuffer *)vertexBuffer
|
|
|
- vertexBufferOffset:(size_t)vertexBufferOffset
|
|
|
-{
|
|
|
- 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];
|
|
|
-}
|
|
|
-
|
|
|
-- (void)renderDrawData:(ImDrawData *)drawData
|
|
|
- commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
|
|
- commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
|
|
-{
|
|
|
- // 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;
|
|
|
-
|
|
|
- id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
|
|
-
|
|
|
- size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
|
|
- size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
|
|
- MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
|
|
- MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
|
|
-
|
|
|
- [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset: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)
|
|
|
- [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset: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);
|
|
|
- }
|
|
|
-#if __has_feature(objc_arc)
|
|
|
- __weak id weakSelf = self;
|
|
|
-#else
|
|
|
- __unsafe_unretained id weakSelf = self;
|
|
|
-#endif
|
|
|
- [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
|
|
- {
|
|
|
- dispatch_async(dispatch_get_main_queue(), ^{
|
|
|
- [weakSelf enqueueReusableBuffer:vertexBuffer];
|
|
|
- [weakSelf enqueueReusableBuffer:indexBuffer];
|
|
|
- });
|
|
|
- }];
|
|
|
-}
|
|
|
-
|
|
|
@end
|