736 lines
33 KiB
Plaintext
736 lines
33 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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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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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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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2023-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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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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#include "imgui_impl_metal.h"
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#import <time.h>
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#import <Metal/Metal.h>
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// Forward Declarations
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static void ImGui_ImplMetal_InitPlatformInterface();
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static void ImGui_ImplMetal_ShutdownPlatformInterface();
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static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
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static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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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_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
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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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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
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ImGuiIO& io = ImGui::GetIO();
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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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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplMetal_InitPlatformInterface();
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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_ShutdownPlatformInterface();
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ImGui_ImplMetal_DestroyDeviceObjects();
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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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{
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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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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];
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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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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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[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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if (bd != nullptr)
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{
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@synchronized(bd->SharedMetalContext.bufferCache)
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{
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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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}];
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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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// 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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void ImGui_ImplMetal_DestroyFontsTexture()
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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.fontTexture = nil;
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io.Fonts->SetTexID(0);
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}
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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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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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return true;
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}
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void ImGui_ImplMetal_DestroyDeviceObjects()
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{
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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.renderPipelineStateCache removeAllObjects];
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}
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#pragma mark - Multi-viewport support
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#import <QuartzCore/CAMetalLayer.h>
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#if TARGET_OS_OSX
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#import <Cocoa/Cocoa.h>
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#endif
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// 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..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataMetal
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{
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CAMetalLayer* MetalLayer;
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id<MTLCommandQueue> CommandQueue;
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MTLRenderPassDescriptor* RenderPassDescriptor;
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void* Handle = nullptr;
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bool FirstFrame = true;
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};
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static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
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viewport->RendererUserData = data;
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// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
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void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
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IM_ASSERT(handle != nullptr);
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id<MTLDevice> device = bd->SharedMetalContext.device;
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CAMetalLayer* layer = [CAMetalLayer layer];
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layer.device = device;
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layer.framebufferOnly = YES;
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layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
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#if TARGET_OS_OSX
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NSWindow* window = (__bridge NSWindow*)handle;
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NSView* view = window.contentView;
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view.layer = layer;
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view.wantsLayer = YES;
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#endif
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data->MetalLayer = layer;
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data->CommandQueue = [device newCommandQueue];
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data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
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data->Handle = handle;
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}
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static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
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IM_DELETE(data);
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viewport->RendererUserData = nullptr;
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}
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inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
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{
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return CGSizeMake(size.width * scale, size.height * scale);
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}
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static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
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data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
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}
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static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
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#if TARGET_OS_OSX
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void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
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NSWindow* window = (__bridge NSWindow*)handle;
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// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
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if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
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{
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// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
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// approximately 1 second if the Metal layer is completely occluded.
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return;
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}
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data->FirstFrame = false;
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viewport->DpiScale = (float)window.backingScaleFactor;
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if (data->MetalLayer.contentsScale != viewport->DpiScale)
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{
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data->MetalLayer.contentsScale = viewport->DpiScale;
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data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
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}
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viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
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#endif
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id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
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if (drawable == nil)
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return;
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MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
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if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:drawable];
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[commandBuffer commit];
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}
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static void ImGui_ImplMetal_InitPlatformInterface()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
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platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
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platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
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}
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static void ImGui_ImplMetal_ShutdownPlatformInterface()
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{
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ImGui::DestroyPlatformWindows();
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}
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static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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if (!platform_io.Viewports[i]->RendererUserData)
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ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
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}
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static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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if (platform_io.Viewports[i]->RendererUserData)
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ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
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}
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#pragma mark - MetalBuffer implementation
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@implementation MetalBuffer
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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
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{
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if ((self = [super init]))
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{
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_buffer = buffer;
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_lastReuseTime = GetMachAbsoluteTimeInSeconds();
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}
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return self;
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}
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@end
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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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{
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if ((self = [super init]))
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{
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_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
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_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
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_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
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_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
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}
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return self;
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}
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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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copy.sampleCount = self.sampleCount;
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copy.colorPixelFormat = self.colorPixelFormat;
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copy.depthPixelFormat = self.depthPixelFormat;
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copy.stencilPixelFormat = self.stencilPixelFormat;
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return copy;
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}
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- (NSUInteger)hash
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{
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NSUInteger sc = _sampleCount & 0x3;
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NSUInteger cf = _colorPixelFormat & 0x3FF;
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NSUInteger df = _depthPixelFormat & 0x3FF;
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NSUInteger sf = _stencilPixelFormat & 0x3FF;
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NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
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return hash;
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}
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- (BOOL)isEqual:(id)object
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{
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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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other.colorPixelFormat == self.colorPixelFormat &&
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other.depthPixelFormat == self.depthPixelFormat &&
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other.stencilPixelFormat == self.stencilPixelFormat;
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}
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@end
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#pragma mark - MetalContext implementation
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@implementation MetalContext
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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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self.renderPipelineStateCache = [NSMutableDictionary dictionary];
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self.bufferCache = [NSMutableArray array];
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_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
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}
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return self;
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}
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- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
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{
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uint64_t now = GetMachAbsoluteTimeInSeconds();
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@synchronized(self.bufferCache)
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{
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// Purge old buffers that haven't been useful for a while
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if (now - self.lastBufferCachePurge > 1.0)
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{
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NSMutableArray* survivors = [NSMutableArray array];
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for (MetalBuffer* candidate in self.bufferCache)
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if (candidate.lastReuseTime > self.lastBufferCachePurge)
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[survivors addObject:candidate];
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self.bufferCache = [survivors mutableCopy];
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self.lastBufferCachePurge = now;
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}
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// See if we have a buffer we can reuse
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MetalBuffer* bestCandidate = nil;
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for (MetalBuffer* candidate in self.bufferCache)
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if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
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bestCandidate = candidate;
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if (bestCandidate != nil)
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{
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[self.bufferCache removeObject:bestCandidate];
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bestCandidate.lastReuseTime = now;
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return bestCandidate;
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}
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}
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// No luck; make a new buffer
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id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
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return [[MetalBuffer alloc] initWithBuffer:backing];
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}
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
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{
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NSError* error = nil;
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NSString* shaderSource = @""
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"\n"
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"struct Uniforms {\n"
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" float4x4 projectionMatrix;\n"
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"};\n"
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"\n"
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"struct VertexIn {\n"
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" float2 position [[attribute(0)]];\n"
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" float2 texCoords [[attribute(1)]];\n"
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" uchar4 color [[attribute(2)]];\n"
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"};\n"
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"\n"
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"struct VertexOut {\n"
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" float4 position [[position]];\n"
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" float2 texCoords;\n"
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" float4 color;\n"
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"};\n"
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"\n"
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"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
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" constant Uniforms &uniforms [[buffer(1)]]) {\n"
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" VertexOut out;\n"
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" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
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" out.texCoords = in.texCoords;\n"
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" out.color = float4(in.color) / float4(255.0);\n"
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" return out;\n"
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"}\n"
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"\n"
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"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
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" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
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" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
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" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
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" return half4(in.color) * texColor;\n"
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"}\n";
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id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
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if (library == nil)
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{
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NSLog(@"Error: failed to create Metal library: %@", error);
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return nil;
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}
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id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
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id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
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if (vertexFunction == nil || fragmentFunction == nil)
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{
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NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
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return nil;
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}
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MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
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vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
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vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
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vertexDescriptor.attributes[0].bufferIndex = 0;
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vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
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vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
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vertexDescriptor.attributes[1].bufferIndex = 0;
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vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
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vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
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vertexDescriptor.attributes[2].bufferIndex = 0;
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vertexDescriptor.layouts[0].stepRate = 1;
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vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
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MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineDescriptor.vertexFunction = vertexFunction;
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pipelineDescriptor.fragmentFunction = fragmentFunction;
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pipelineDescriptor.vertexDescriptor = vertexDescriptor;
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pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
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pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
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pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
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pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
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pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
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pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
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pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
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pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
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pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
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id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
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if (error != nil)
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NSLog(@"Error: failed to create Metal pipeline state: %@", error);
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return renderPipelineState;
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}
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@end
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