723 lines
		
	
	
		
			33 KiB
		
	
	
	
		
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			723 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for Metal | ||
|  | // This needs to be used along with a Platform Backend (e.g. OSX) | ||
|  | 
 | ||
|  | // Implemented features: | ||
|  | //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! | ||
|  | //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | ||
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | ||
|  | 
 | ||
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | ||
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | ||
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | ||
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs | ||
|  | 
 | ||
|  | // CHANGELOG | ||
|  | // (minor and older changes stripped away, please see git history for details) | ||
|  | //  2022-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. | ||
|  | //  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. | ||
|  | //  2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). | ||
|  | //  2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. | ||
|  | //  2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) | ||
|  | //  2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | ||
|  | //  2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. | ||
|  | //  2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. | ||
|  | //  2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. | ||
|  | //  2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. | ||
|  | //  2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. | ||
|  | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. | ||
|  | //  2018-07-05: Metal: Added new Metal backend implementation. | ||
|  | 
 | ||
|  | #include "imgui.h" | ||
|  | #include "imgui_impl_metal.h" | ||
|  | #import <time.h> | ||
|  | #import <Metal/Metal.h> | ||
|  | 
 | ||
|  | // Forward Declarations | ||
|  | static void ImGui_ImplMetal_InitPlatformInterface(); | ||
|  | static void ImGui_ImplMetal_ShutdownPlatformInterface(); | ||
|  | static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); | ||
|  | static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); | ||
|  | 
 | ||
|  | #pragma mark - Support classes | ||
|  | 
 | ||
|  | // A wrapper around a MTLBuffer object that knows the last time it was reused | ||
|  | @interface MetalBuffer : NSObject | ||
|  | @property (nonatomic, strong) id<MTLBuffer> buffer; | ||
|  | @property (nonatomic, assign) double        lastReuseTime; | ||
|  | - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer; | ||
|  | @end | ||
|  | 
 | ||
|  | // An object that encapsulates the data necessary to uniquely identify a | ||
|  | // render pipeline state. These are used as cache keys. | ||
|  | @interface FramebufferDescriptor : NSObject<NSCopying> | ||
|  | @property (nonatomic, assign) unsigned long  sampleCount; | ||
|  | @property (nonatomic, assign) MTLPixelFormat colorPixelFormat; | ||
|  | @property (nonatomic, assign) MTLPixelFormat depthPixelFormat; | ||
|  | @property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; | ||
|  | - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; | ||
|  | @end | ||
|  | 
 | ||
|  | // A singleton that stores long-lived objects that are needed by the Metal | ||
|  | // renderer backend. Stores the render pipeline state cache and the default | ||
|  | // font texture, and manages the reusable buffer cache. | ||
|  | @interface MetalContext : NSObject | ||
|  | @property (nonatomic, strong) id<MTLDevice>                 device; | ||
|  | @property (nonatomic, strong) id<MTLDepthStencilState>      depthStencilState; | ||
|  | @property (nonatomic, strong) FramebufferDescriptor*        framebufferDescriptor; // framebuffer descriptor for current frame; transient | ||
|  | @property (nonatomic, strong) NSMutableDictionary*          renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors | ||
|  | @property (nonatomic, strong, nullable) id<MTLTexture>      fontTexture; | ||
|  | @property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache; | ||
|  | @property (nonatomic, assign) double                        lastBufferCachePurge; | ||
|  | - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device; | ||
|  | - (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device; | ||
|  | @end | ||
|  | 
 | ||
|  | struct ImGui_ImplMetal_Data | ||
|  | { | ||
|  |     MetalContext*            SharedMetalContext; | ||
|  | 
 | ||
|  |     ImGui_ImplMetal_Data()  { memset(this, 0, sizeof(*this)); } | ||
|  | }; | ||
|  | 
 | ||
|  | static ImGui_ImplMetal_Data*     ImGui_ImplMetal_CreateBackendData()  { return IM_NEW(ImGui_ImplMetal_Data)(); } | ||
|  | static ImGui_ImplMetal_Data*     ImGui_ImplMetal_GetBackendData()     { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } | ||
|  | static void                      ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); } | ||
|  | 
 | ||
|  | static inline CFTimeInterval     GetMachAbsoluteTimeInSeconds()       { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } | ||
|  | 
 | ||
|  | #ifdef IMGUI_IMPL_METAL_CPP | ||
|  | 
 | ||
|  | #pragma mark - Dear ImGui Metal C++ Backend API | ||
|  | 
 | ||
|  | bool ImGui_ImplMetal_Init(MTL::Device* device) | ||
|  | { | ||
|  |     return ImGui_ImplMetal_Init((id<MTLDevice>)(device)); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) | ||
|  | { | ||
|  |     ImGui_ImplMetal_NewFrame((MTLRenderPassDescriptor*)(renderPassDescriptor)); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, | ||
|  |                                     MTL::CommandBuffer* commandBuffer, | ||
|  |                                     MTL::RenderCommandEncoder* commandEncoder) | ||
|  | { | ||
|  |     ImGui_ImplMetal_RenderDrawData(draw_data, | ||
|  |                                    (id<MTLCommandBuffer>)(commandBuffer), | ||
|  |                                    (id<MTLRenderCommandEncoder>)(commandEncoder)); | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) | ||
|  | { | ||
|  |     return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device)); | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) | ||
|  | { | ||
|  |     return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device)); | ||
|  | } | ||
|  | 
 | ||
|  | #endif // #ifdef IMGUI_IMPL_METAL_CPP | ||
|  | 
 | ||
|  | #pragma mark - Dear ImGui Metal Backend API | ||
|  | 
 | ||
|  | bool ImGui_ImplMetal_Init(id<MTLDevice> device) | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData(); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     io.BackendRendererUserData = (void*)bd; | ||
|  |     io.BackendRendererName = "imgui_impl_metal"; | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional) | ||
|  | 
 | ||
|  |     bd->SharedMetalContext = [[MetalContext alloc] init]; | ||
|  |     bd->SharedMetalContext.device = device; | ||
|  | 
 | ||
|  |     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||
|  |         ImGui_ImplMetal_InitPlatformInterface(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplMetal_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplMetal_ShutdownPlatformInterface(); | ||
|  |     ImGui_ImplMetal_DestroyDeviceObjects(); | ||
|  |     ImGui_ImplMetal_DestroyBackendData(); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); | ||
|  |     bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; | ||
|  | 
 | ||
|  |     if (bd->SharedMetalContext.depthStencilState == nil) | ||
|  |         ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, | ||
|  |     id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState, | ||
|  |     MetalBuffer* vertexBuffer, size_t vertexBufferOffset) | ||
|  | { | ||
|  |     IM_UNUSED(commandBuffer); | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     [commandEncoder setCullMode:MTLCullModeNone]; | ||
|  |     [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; | ||
|  | 
 | ||
|  |     // Setup viewport, orthographic projection matrix | ||
|  |     // Our visible imgui space lies from draw_data->DisplayPos (top left) to | ||
|  |     // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. | ||
|  |     MTLViewport viewport = | ||
|  |     { | ||
|  |         .originX = 0.0, | ||
|  |         .originY = 0.0, | ||
|  |         .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), | ||
|  |         .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), | ||
|  |         .znear = 0.0, | ||
|  |         .zfar = 1.0 | ||
|  |     }; | ||
|  |     [commandEncoder setViewport:viewport]; | ||
|  | 
 | ||
|  |     float L = drawData->DisplayPos.x; | ||
|  |     float R = drawData->DisplayPos.x + drawData->DisplaySize.x; | ||
|  |     float T = drawData->DisplayPos.y; | ||
|  |     float B = drawData->DisplayPos.y + drawData->DisplaySize.y; | ||
|  |     float N = (float)viewport.znear; | ||
|  |     float F = (float)viewport.zfar; | ||
|  |     const float ortho_projection[4][4] = | ||
|  |     { | ||
|  |         { 2.0f/(R-L),   0.0f,           0.0f,   0.0f }, | ||
|  |         { 0.0f,         2.0f/(T-B),     0.0f,   0.0f }, | ||
|  |         { 0.0f,         0.0f,        1/(F-N),   0.0f }, | ||
|  |         { (R+L)/(L-R),  (T+B)/(B-T), N/(F-N),   1.0f }, | ||
|  |     }; | ||
|  |     [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; | ||
|  | 
 | ||
|  |     [commandEncoder setRenderPipelineState:renderPipelineState]; | ||
|  | 
 | ||
|  |     [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; | ||
|  |     [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; | ||
|  | } | ||
|  | 
 | ||
|  | // Metal Render function. | ||
|  | void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder) | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     MetalContext* ctx = bd->SharedMetalContext; | ||
|  | 
 | ||
|  |     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | ||
|  |     int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); | ||
|  |     int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); | ||
|  |     if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) | ||
|  |         return; | ||
|  | 
 | ||
|  |     // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame | ||
|  |     // The hit rate for this cache should be very near 100%. | ||
|  |     id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; | ||
|  |     if (renderPipelineState == nil) | ||
|  |     { | ||
|  |         // No luck; make a new render pipeline state | ||
|  |         renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; | ||
|  | 
 | ||
|  |         // Cache render pipeline state for later reuse | ||
|  |         ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; | ||
|  |     } | ||
|  | 
 | ||
|  |     size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); | ||
|  |     size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); | ||
|  |     MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; | ||
|  |     MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; | ||
|  | 
 | ||
|  |     ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); | ||
|  | 
 | ||
|  |     // Will project scissor/clipping rectangles into framebuffer space | ||
|  |     ImVec2 clip_off = drawData->DisplayPos;         // (0,0) unless using multi-viewports | ||
|  |     ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) | ||
|  | 
 | ||
|  |     // Render command lists | ||
|  |     size_t vertexBufferOffset = 0; | ||
|  |     size_t indexBufferOffset = 0; | ||
|  |     for (int n = 0; n < drawData->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = drawData->CmdLists[n]; | ||
|  | 
 | ||
|  |         memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | ||
|  |         memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | ||
|  | 
 | ||
|  |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||
|  |         { | ||
|  |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||
|  |             if (pcmd->UserCallback) | ||
|  |             { | ||
|  |                 // User callback, registered via ImDrawList::AddCallback() | ||
|  |                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) | ||
|  |                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | ||
|  |                     ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); | ||
|  |                 else | ||
|  |                     pcmd->UserCallback(cmd_list, pcmd); | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 // Project scissor/clipping rectangles into framebuffer space | ||
|  |                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | ||
|  |                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | ||
|  | 
 | ||
|  |                 // Clamp to viewport as setScissorRect() won't accept values that are off bounds | ||
|  |                 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | ||
|  |                 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | ||
|  |                 if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } | ||
|  |                 if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } | ||
|  |                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | ||
|  |                     continue; | ||
|  |                 if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this | ||
|  |                     continue; | ||
|  | 
 | ||
|  |                 // Apply scissor/clipping rectangle | ||
|  |                 MTLScissorRect scissorRect = | ||
|  |                 { | ||
|  |                     .x = NSUInteger(clip_min.x), | ||
|  |                     .y = NSUInteger(clip_min.y), | ||
|  |                     .width = NSUInteger(clip_max.x - clip_min.x), | ||
|  |                     .height = NSUInteger(clip_max.y - clip_min.y) | ||
|  |                 }; | ||
|  |                 [commandEncoder setScissorRect:scissorRect]; | ||
|  | 
 | ||
|  |                 // Bind texture, Draw | ||
|  |                 if (ImTextureID tex_id = pcmd->GetTexID()) | ||
|  |                     [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0]; | ||
|  | 
 | ||
|  |                 [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; | ||
|  |                 [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle | ||
|  |                                            indexCount:pcmd->ElemCount | ||
|  |                                             indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 | ||
|  |                                           indexBuffer:indexBuffer.buffer | ||
|  |                                     indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; | ||
|  |             } | ||
|  |         } | ||
|  | 
 | ||
|  |         vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); | ||
|  |         indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); | ||
|  |     } | ||
|  | 
 | ||
|  |     [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) | ||
|  |     { | ||
|  |         dispatch_async(dispatch_get_main_queue(), ^{ | ||
|  |             ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |             [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; | ||
|  |             [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; | ||
|  |         }); | ||
|  |     }]; | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device) | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  | 
 | ||
|  |     // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. | ||
|  |     // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. | ||
|  |     // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. | ||
|  |     // You can make that change in your implementation. | ||
|  |     unsigned char* pixels; | ||
|  |     int width, height; | ||
|  |     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | ||
|  |     MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm | ||
|  |                                                                                                  width:(NSUInteger)width | ||
|  |                                                                                                 height:(NSUInteger)height | ||
|  |                                                                                              mipmapped:NO]; | ||
|  |     textureDescriptor.usage = MTLTextureUsageShaderRead; | ||
|  | #if TARGET_OS_OSX || TARGET_OS_MACCATALYST | ||
|  |     textureDescriptor.storageMode = MTLStorageModeManaged; | ||
|  | #else | ||
|  |     textureDescriptor.storageMode = MTLStorageModeShared; | ||
|  | #endif | ||
|  |     id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor]; | ||
|  |     [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; | ||
|  |     bd->SharedMetalContext.fontTexture = texture; | ||
|  |     io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* | ||
|  | 
 | ||
|  |     return (bd->SharedMetalContext.fontTexture != nil); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplMetal_DestroyFontsTexture() | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     bd->SharedMetalContext.fontTexture = nil; | ||
|  |     io.Fonts->SetTexID(nullptr); | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device) | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; | ||
|  |     depthStencilDescriptor.depthWriteEnabled = NO; | ||
|  |     depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; | ||
|  |     bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; | ||
|  |     ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); | ||
|  |     ImGui_ImplMetal_CreateFontsTexture(device); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplMetal_DestroyDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     ImGui_ImplMetal_DestroyFontsTexture(); | ||
|  |     ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); | ||
|  |     [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; | ||
|  | } | ||
|  | 
 | ||
|  | #pragma mark - Multi-viewport support | ||
|  | 
 | ||
|  | #import <QuartzCore/CAMetalLayer.h> | ||
|  | 
 | ||
|  | #if TARGET_OS_OSX | ||
|  | #import <Cocoa/Cocoa.h> | ||
|  | #endif | ||
|  | 
 | ||
|  | //-------------------------------------------------------------------------------------------------------- | ||
|  | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT | ||
|  | // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. | ||
|  | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. | ||
|  | //-------------------------------------------------------------------------------------------------------- | ||
|  | 
 | ||
|  | struct ImGuiViewportDataMetal | ||
|  | { | ||
|  |     CAMetalLayer*               MetalLayer; | ||
|  |     id<MTLCommandQueue>         CommandQueue; | ||
|  |     MTLRenderPassDescriptor*    RenderPassDescriptor; | ||
|  |     void*                       Handle = NULL; | ||
|  |     bool                        FirstFrame = true; | ||
|  | }; | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); | ||
|  |     ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); | ||
|  |     viewport->RendererUserData = data; | ||
|  | 
 | ||
|  |     // PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). | ||
|  |     // Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the NSWindow*. | ||
|  |     void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; | ||
|  |     IM_ASSERT(handle != NULL); | ||
|  | 
 | ||
|  |     id<MTLDevice> device = [bd->SharedMetalContext.depthStencilState device]; | ||
|  |     CAMetalLayer* layer = [CAMetalLayer layer]; | ||
|  |     layer.device = device; | ||
|  |     layer.framebufferOnly = YES; | ||
|  |     layer.pixelFormat = MTLPixelFormatBGRA8Unorm; | ||
|  | #if TARGET_OS_OSX | ||
|  |     NSWindow* window = (__bridge NSWindow*)handle; | ||
|  |     NSView* view = window.contentView; | ||
|  |     view.layer = layer; | ||
|  |     view.wantsLayer = YES; | ||
|  | #endif | ||
|  |     data->MetalLayer = layer; | ||
|  |     data->CommandQueue = [device newCommandQueue]; | ||
|  |     data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; | ||
|  |     data->Handle = handle; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. | ||
|  |     if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData) | ||
|  |         IM_DELETE(data); | ||
|  |     viewport->RendererUserData = NULL; | ||
|  | } | ||
|  | 
 | ||
|  | inline static CGSize MakeScaledSize(CGSize size, CGFloat scale) | ||
|  | { | ||
|  |     return CGSizeMake(size.width * scale, size.height * scale); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) | ||
|  | { | ||
|  |     ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; | ||
|  |     data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; | ||
|  | 
 | ||
|  | #if TARGET_OS_OSX | ||
|  |     void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; | ||
|  |     NSWindow* window = (__bridge NSWindow*)handle; | ||
|  | 
 | ||
|  |     // Always render the first frame, regardless of occlusionState, to avoid an initial flicker | ||
|  |     if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame) | ||
|  |     { | ||
|  |         // Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for | ||
|  |         // approximately 1 second if the Metal layer is completely occluded. | ||
|  |         return; | ||
|  |     } | ||
|  |     data->FirstFrame = false; | ||
|  | 
 | ||
|  |     viewport->DpiScale = static_cast<float>(window.backingScaleFactor); | ||
|  |     if (data->MetalLayer.contentsScale != viewport->DpiScale) | ||
|  |     { | ||
|  |         data->MetalLayer.contentsScale = viewport->DpiScale; | ||
|  |         data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale); | ||
|  |     } | ||
|  |     viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale); | ||
|  | #endif | ||
|  | 
 | ||
|  |     id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable]; | ||
|  |     if (drawable == nil) | ||
|  |         return; | ||
|  | 
 | ||
|  |     MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor; | ||
|  |     renderPassDescriptor.colorAttachments[0].texture = drawable.texture; | ||
|  |     renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0); | ||
|  |     if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0) | ||
|  |         renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; | ||
|  | 
 | ||
|  |     id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer]; | ||
|  |     id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; | ||
|  |     ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder); | ||
|  |     [renderEncoder endEncoding]; | ||
|  | 
 | ||
|  |     [commandBuffer presentDrawable:drawable]; | ||
|  |     [commandBuffer commit]; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_InitPlatformInterface() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; | ||
|  |     platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow; | ||
|  |     platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize; | ||
|  |     platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_ShutdownPlatformInterface() | ||
|  | { | ||
|  |     ImGui::DestroyPlatformWindows(); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     for (int i = 1; i < platform_io.Viewports.Size; i++) | ||
|  |         if (!platform_io.Viewports[i]->RendererUserData) | ||
|  |             ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     for (int i = 1; i < platform_io.Viewports.Size; i++) | ||
|  |         if (platform_io.Viewports[i]->RendererUserData) | ||
|  |             ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]); | ||
|  | } | ||
|  | 
 | ||
|  | #pragma mark - MetalBuffer implementation | ||
|  | 
 | ||
|  | @implementation MetalBuffer | ||
|  | - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer | ||
|  | { | ||
|  |     if ((self = [super init])) | ||
|  |     { | ||
|  |         _buffer = buffer; | ||
|  |         _lastReuseTime = GetMachAbsoluteTimeInSeconds(); | ||
|  |     } | ||
|  |     return self; | ||
|  | } | ||
|  | @end | ||
|  | 
 | ||
|  | #pragma mark - FramebufferDescriptor implementation | ||
|  | 
 | ||
|  | @implementation FramebufferDescriptor | ||
|  | - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor | ||
|  | { | ||
|  |     if ((self = [super init])) | ||
|  |     { | ||
|  |         _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; | ||
|  |         _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; | ||
|  |         _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; | ||
|  |         _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; | ||
|  |     } | ||
|  |     return self; | ||
|  | } | ||
|  | 
 | ||
|  | - (nonnull id)copyWithZone:(nullable NSZone*)zone | ||
|  | { | ||
|  |     FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; | ||
|  |     copy.sampleCount = self.sampleCount; | ||
|  |     copy.colorPixelFormat = self.colorPixelFormat; | ||
|  |     copy.depthPixelFormat = self.depthPixelFormat; | ||
|  |     copy.stencilPixelFormat = self.stencilPixelFormat; | ||
|  |     return copy; | ||
|  | } | ||
|  | 
 | ||
|  | - (NSUInteger)hash | ||
|  | { | ||
|  |     NSUInteger sc = _sampleCount & 0x3; | ||
|  |     NSUInteger cf = _colorPixelFormat & 0x3FF; | ||
|  |     NSUInteger df = _depthPixelFormat & 0x3FF; | ||
|  |     NSUInteger sf = _stencilPixelFormat & 0x3FF; | ||
|  |     NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; | ||
|  |     return hash; | ||
|  | } | ||
|  | 
 | ||
|  | - (BOOL)isEqual:(id)object | ||
|  | { | ||
|  |     FramebufferDescriptor* other = object; | ||
|  |     if (![other isKindOfClass:[FramebufferDescriptor class]]) | ||
|  |         return NO; | ||
|  |     return other.sampleCount == self.sampleCount      && | ||
|  |     other.colorPixelFormat   == self.colorPixelFormat && | ||
|  |     other.depthPixelFormat   == self.depthPixelFormat && | ||
|  |     other.stencilPixelFormat == self.stencilPixelFormat; | ||
|  | } | ||
|  | 
 | ||
|  | @end | ||
|  | 
 | ||
|  | #pragma mark - MetalContext implementation | ||
|  | 
 | ||
|  | @implementation MetalContext | ||
|  | - (instancetype)init | ||
|  | { | ||
|  |     if ((self = [super init])) | ||
|  |     { | ||
|  |         _renderPipelineStateCache = [NSMutableDictionary dictionary]; | ||
|  |         _bufferCache = [NSMutableArray array]; | ||
|  |         _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); | ||
|  |     } | ||
|  |     return self; | ||
|  | } | ||
|  | 
 | ||
|  | - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device | ||
|  | { | ||
|  |     uint64_t now = GetMachAbsoluteTimeInSeconds(); | ||
|  | 
 | ||
|  |     // Purge old buffers that haven't been useful for a while | ||
|  |     if (now - self.lastBufferCachePurge > 1.0) | ||
|  |     { | ||
|  |         NSMutableArray* survivors = [NSMutableArray array]; | ||
|  |         for (MetalBuffer* candidate in self.bufferCache) | ||
|  |             if (candidate.lastReuseTime > self.lastBufferCachePurge) | ||
|  |                 [survivors addObject:candidate]; | ||
|  |         self.bufferCache = [survivors mutableCopy]; | ||
|  |         self.lastBufferCachePurge = now; | ||
|  |     } | ||
|  | 
 | ||
|  |     // See if we have a buffer we can reuse | ||
|  |     MetalBuffer* bestCandidate = nil; | ||
|  |     for (MetalBuffer* candidate in self.bufferCache) | ||
|  |         if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) | ||
|  |             bestCandidate = candidate; | ||
|  | 
 | ||
|  |     if (bestCandidate != nil) | ||
|  |     { | ||
|  |         [self.bufferCache removeObject:bestCandidate]; | ||
|  |         bestCandidate.lastReuseTime = now; | ||
|  |         return bestCandidate; | ||
|  |     } | ||
|  | 
 | ||
|  |     // No luck; make a new buffer | ||
|  |     id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; | ||
|  |     return [[MetalBuffer alloc] initWithBuffer:backing]; | ||
|  | } | ||
|  | 
 | ||
|  | // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. | ||
|  | - (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device | ||
|  | { | ||
|  |     NSError* error = nil; | ||
|  | 
 | ||
|  |     NSString* shaderSource = @"" | ||
|  |     "#include <metal_stdlib>\n" | ||
|  |     "using namespace metal;\n" | ||
|  |     "\n" | ||
|  |     "struct Uniforms {\n" | ||
|  |     "    float4x4 projectionMatrix;\n" | ||
|  |     "};\n" | ||
|  |     "\n" | ||
|  |     "struct VertexIn {\n" | ||
|  |     "    float2 position  [[attribute(0)]];\n" | ||
|  |     "    float2 texCoords [[attribute(1)]];\n" | ||
|  |     "    uchar4 color     [[attribute(2)]];\n" | ||
|  |     "};\n" | ||
|  |     "\n" | ||
|  |     "struct VertexOut {\n" | ||
|  |     "    float4 position [[position]];\n" | ||
|  |     "    float2 texCoords;\n" | ||
|  |     "    float4 color;\n" | ||
|  |     "};\n" | ||
|  |     "\n" | ||
|  |     "vertex VertexOut vertex_main(VertexIn in                 [[stage_in]],\n" | ||
|  |     "                             constant Uniforms &uniforms [[buffer(1)]]) {\n" | ||
|  |     "    VertexOut out;\n" | ||
|  |     "    out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" | ||
|  |     "    out.texCoords = in.texCoords;\n" | ||
|  |     "    out.color = float4(in.color) / float4(255.0);\n" | ||
|  |     "    return out;\n" | ||
|  |     "}\n" | ||
|  |     "\n" | ||
|  |     "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" | ||
|  |     "                             texture2d<half, access::sample> texture [[texture(0)]]) {\n" | ||
|  |     "    constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" | ||
|  |     "    half4 texColor = texture.sample(linearSampler, in.texCoords);\n" | ||
|  |     "    return half4(in.color) * texColor;\n" | ||
|  |     "}\n"; | ||
|  | 
 | ||
|  |     id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error]; | ||
|  |     if (library == nil) | ||
|  |     { | ||
|  |         NSLog(@"Error: failed to create Metal library: %@", error); | ||
|  |         return nil; | ||
|  |     } | ||
|  | 
 | ||
|  |     id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"]; | ||
|  |     id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"]; | ||
|  | 
 | ||
|  |     if (vertexFunction == nil || fragmentFunction == nil) | ||
|  |     { | ||
|  |         NSLog(@"Error: failed to find Metal shader functions in library: %@", error); | ||
|  |         return nil; | ||
|  |     } | ||
|  | 
 | ||
|  |     MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; | ||
|  |     vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); | ||
|  |     vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position | ||
|  |     vertexDescriptor.attributes[0].bufferIndex = 0; | ||
|  |     vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); | ||
|  |     vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords | ||
|  |     vertexDescriptor.attributes[1].bufferIndex = 0; | ||
|  |     vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); | ||
|  |     vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color | ||
|  |     vertexDescriptor.attributes[2].bufferIndex = 0; | ||
|  |     vertexDescriptor.layouts[0].stepRate = 1; | ||
|  |     vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; | ||
|  |     vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); | ||
|  | 
 | ||
|  |     MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; | ||
|  |     pipelineDescriptor.vertexFunction = vertexFunction; | ||
|  |     pipelineDescriptor.fragmentFunction = fragmentFunction; | ||
|  |     pipelineDescriptor.vertexDescriptor = vertexDescriptor; | ||
|  |     pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount; | ||
|  |     pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; | ||
|  |     pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; | ||
|  |     pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; | ||
|  |     pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; | ||
|  |     pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; | ||
|  |     pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; | ||
|  |     pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; | ||
|  |     pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; | ||
|  |     pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; | ||
|  |     pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; | ||
|  | 
 | ||
|  |     id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; | ||
|  |     if (error != nil) | ||
|  |         NSLog(@"Error: failed to create Metal pipeline state: %@", error); | ||
|  | 
 | ||
|  |     return renderPipelineState; | ||
|  | } | ||
|  | 
 | ||
|  | @end |