814 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			814 lines
		
	
	
		
			37 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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//  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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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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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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//  2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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//  2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
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//  2025-02-03: Metal: Crash fix. (#8367)
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//  2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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//  2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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//  2022-07-05: Metal: Add dispatch synchronization.
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//  2022-06-30: Metal: Use __bridge for ARC based systems.
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//  2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
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//  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
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//  2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
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//  2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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//  2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
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//  2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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//  2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
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//  2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
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//  2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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//  2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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//  2018-07-05: Metal: Added new Metal backend implementation.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_metal.h"
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#import <time.h>
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#import <Metal/Metal.h>
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// Forward Declarations
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static void ImGui_ImplMetal_InitMultiViewportSupport();
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static void ImGui_ImplMetal_ShutdownMultiViewportSupport();
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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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@interface MetalTexture : NSObject
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@property (nonatomic, strong) id<MTLTexture> metalTexture;
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- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
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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) 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((void*)this, 0, sizeof(*this)); }
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};
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static ImGui_ImplMetal_Data*    ImGui_ImplMetal_GetBackendData()    { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
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static void                     ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
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static inline CFTimeInterval    GetMachAbsoluteTimeInSeconds()      { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
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#ifdef IMGUI_IMPL_METAL_CPP
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#pragma mark - Dear ImGui Metal C++ Backend API
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bool ImGui_ImplMetal_Init(MTL::Device* device)
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{
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    return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
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}
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void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
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{
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    ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
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}
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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                                    MTL::CommandBuffer* commandBuffer,
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                                    MTL::RenderCommandEncoder* commandEncoder)
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{
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    ImGui_ImplMetal_RenderDrawData(draw_data,
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                                   (__bridge id<MTLCommandBuffer>)(commandBuffer),
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                                   (__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
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}
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bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
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{
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    return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
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}
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#endif // #ifdef IMGUI_IMPL_METAL_CPP
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#pragma mark - Dear ImGui Metal Backend API
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bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    IMGUI_CHECKVERSION();
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    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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    ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
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    io.BackendRendererUserData = (void*)bd;
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    io.BackendRendererName = "imgui_impl_metal";
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    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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    io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;   // We can honor ImGuiPlatformIO::Textures[] requests during render.
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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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    ImGui_ImplMetal_InitMultiViewportSupport();
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    return true;
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}
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void ImGui_ImplMetal_Shutdown()
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{
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    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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    IM_UNUSED(bd);
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    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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    ImGui_ImplMetal_ShutdownMultiViewportSupport();
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    ImGui_ImplMetal_DestroyDeviceObjects();
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    ImGui_ImplMetal_DestroyBackendData();
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    ImGuiIO& io = ImGui::GetIO();
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    io.BackendRendererName = nullptr;
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    io.BackendRendererUserData = nullptr;
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    io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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}
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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{
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    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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    IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
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    // TODO: enable IMGUI_IMPL_METAL_CPP and get rid of this hack?
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    IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
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    if (bd->SharedMetalContext.framebufferDescriptor != nil) {
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      [bd->SharedMetalContext.framebufferDescriptor release];
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    }
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#ifdef IMGUI_IMPL_METAL_CPP
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    bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
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#else
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    bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
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#endif
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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* draw_data, 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)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
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        .height = (double)(draw_data->DisplaySize.y * draw_data->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 = draw_data->DisplayPos.x;
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    float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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    float T = draw_data->DisplayPos.y;
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    float B = draw_data->DisplayPos.y + draw_data->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* draw_data, 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)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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    int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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    if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
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        return;
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    // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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    // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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    if (draw_data->Textures != nullptr)
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        for (ImTextureData* tex : *draw_data->Textures)
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            if (tex->Status != ImTextureStatus_OK)
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                ImGui_ImplMetal_UpdateTexture(tex);
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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)draw_data->TotalVtxCount * sizeof(ImDrawVert);
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    size_t indexBufferLength = (size_t)draw_data->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(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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    // Will project scissor/clipping rectangles into framebuffer space
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    ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
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    ImVec2 clip_scale = draw_data->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 (const ImDrawList* draw_list : draw_data->CmdLists)
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    {
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        memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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        memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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        for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &draw_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(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
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                else
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                    pcmd->UserCallback(draw_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>)(void*)(intptr_t)(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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						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
 | 
						|
        indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
 | 
						|
    }
 | 
						|
 | 
						|
    MetalContext* sharedMetalContext = bd->SharedMetalContext;
 | 
						|
    [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
 | 
						|
    {
 | 
						|
        dispatch_async(dispatch_get_main_queue(), ^{
 | 
						|
            @synchronized(sharedMetalContext.bufferCache)
 | 
						|
            {
 | 
						|
                [sharedMetalContext.bufferCache addObject:vertexBuffer];
 | 
						|
                [sharedMetalContext.bufferCache addObject:indexBuffer];
 | 
						|
            }
 | 
						|
        });
 | 
						|
    }];
 | 
						|
}
 | 
						|
 | 
						|
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
 | 
						|
{
 | 
						|
    MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData);
 | 
						|
    if (backend_tex == nullptr)
 | 
						|
        return;
 | 
						|
    IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
 | 
						|
    backend_tex.metalTexture = nil;
 | 
						|
 | 
						|
    // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
 | 
						|
    tex->SetTexID(ImTextureID_Invalid);
 | 
						|
    tex->SetStatus(ImTextureStatus_Destroyed);
 | 
						|
    tex->BackendUserData = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
 | 
						|
{
 | 
						|
    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
 | 
						|
    if (tex->Status == ImTextureStatus_WantCreate)
 | 
						|
    {
 | 
						|
        // Create and upload new texture to graphics system
 | 
						|
        //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
 | 
						|
        IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
 | 
						|
        IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
 | 
						|
 | 
						|
        // 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.
 | 
						|
        MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
 | 
						|
                                                                                                     width:(NSUInteger)tex->Width
 | 
						|
                                                                                                    height:(NSUInteger)tex->Height
 | 
						|
                                                                                                 mipmapped:NO];
 | 
						|
        textureDescriptor.usage = MTLTextureUsageShaderRead;
 | 
						|
    #if TARGET_OS_OSX || TARGET_OS_MACCATALYST
 | 
						|
        textureDescriptor.storageMode = MTLStorageModeManaged;
 | 
						|
    #else
 | 
						|
        textureDescriptor.storageMode = MTLStorageModeShared;
 | 
						|
    #endif
 | 
						|
        id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
 | 
						|
        [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
 | 
						|
        MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
 | 
						|
 | 
						|
        // Store identifiers
 | 
						|
        tex->SetTexID((ImTextureID)(intptr_t)texture);
 | 
						|
        tex->SetStatus(ImTextureStatus_OK);
 | 
						|
        tex->BackendUserData = (__bridge_retained void*)(backend_tex);
 | 
						|
    }
 | 
						|
    else if (tex->Status == ImTextureStatus_WantUpdates)
 | 
						|
    {
 | 
						|
        // Update selected blocks. We only ever write to textures regions which have never been used before!
 | 
						|
        // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
 | 
						|
        MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
 | 
						|
        for (ImTextureRect& r : tex->Updates)
 | 
						|
        {
 | 
						|
            [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
 | 
						|
                                        mipmapLevel:0
 | 
						|
                                          withBytes:tex->GetPixelsAt(r.x, r.y)
 | 
						|
                                        bytesPerRow:(NSUInteger)tex->Width * 4];
 | 
						|
        }
 | 
						|
        tex->SetStatus(ImTextureStatus_OK);
 | 
						|
    }
 | 
						|
    else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
 | 
						|
    {
 | 
						|
        ImGui_ImplMetal_DestroyTexture(tex);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
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();
 | 
						|
#ifdef IMGUI_IMPL_METAL_CPP
 | 
						|
    [depthStencilDescriptor release];
 | 
						|
#endif
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplMetal_DestroyDeviceObjects()
 | 
						|
{
 | 
						|
    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
 | 
						|
 | 
						|
    // Destroy all textures
 | 
						|
    for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
 | 
						|
        if (tex->RefCount == 1)
 | 
						|
            ImGui_ImplMetal_DestroyTexture(tex);
 | 
						|
 | 
						|
    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 = nullptr;
 | 
						|
    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 == 0, in which case we assume PlatformHandle will contain the NSWindow*.
 | 
						|
    void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
 | 
						|
    IM_ASSERT(handle != nullptr);
 | 
						|
 | 
						|
    id<MTLDevice> device = bd->SharedMetalContext.device;
 | 
						|
    CAMetalLayer* layer = [CAMetalLayer layer];
 | 
						|
    layer.device = device;
 | 
						|
    layer.framebufferOnly = YES;
 | 
						|
    layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
 | 
						|
#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 == 0 since we didn't create the data for it.
 | 
						|
    if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
 | 
						|
        IM_DELETE(data);
 | 
						|
    viewport->RendererUserData = nullptr;
 | 
						|
}
 | 
						|
 | 
						|
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;
 | 
						|
 | 
						|
    float fb_scale = (float)window.backingScaleFactor;
 | 
						|
    if (data->MetalLayer.contentsScale != fb_scale)
 | 
						|
    {
 | 
						|
        data->MetalLayer.contentsScale = fb_scale;
 | 
						|
        data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale);
 | 
						|
    }
 | 
						|
#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_InitMultiViewportSupport()
 | 
						|
{
 | 
						|
    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_ShutdownMultiViewportSupport()
 | 
						|
{
 | 
						|
    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 - MetalTexture implementation
 | 
						|
 | 
						|
@implementation MetalTexture
 | 
						|
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture
 | 
						|
{
 | 
						|
    if ((self = [super init]))
 | 
						|
        self.metalTexture = metalTexture;
 | 
						|
    return self;
 | 
						|
}
 | 
						|
 | 
						|
@end
 | 
						|
 | 
						|
#pragma mark - MetalContext implementation
 | 
						|
 | 
						|
@implementation MetalContext
 | 
						|
- (instancetype)init
 | 
						|
{
 | 
						|
    if ((self = [super init]))
 | 
						|
    {
 | 
						|
        self.renderPipelineStateCache = [NSMutableDictionary dictionary];
 | 
						|
        self.bufferCache = [NSMutableArray array];
 | 
						|
        _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
 | 
						|
    }
 | 
						|
    return self;
 | 
						|
}
 | 
						|
 | 
						|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
 | 
						|
{
 | 
						|
    uint64_t now = GetMachAbsoluteTimeInSeconds();
 | 
						|
 | 
						|
    @synchronized(self.bufferCache)
 | 
						|
    {
 | 
						|
        // Purge old buffers that haven't been useful for a while
 | 
						|
        if (now - self.lastBufferCachePurge > 1.0)
 | 
						|
        {
 | 
						|
            NSMutableArray* survivors = [NSMutableArray array];
 | 
						|
            for (MetalBuffer* candidate in self.bufferCache)
 | 
						|
                if (candidate.lastReuseTime > self.lastBufferCachePurge)
 | 
						|
                    [survivors addObject:candidate];
 | 
						|
            self.bufferCache = [survivors mutableCopy];
 | 
						|
            self.lastBufferCachePurge = now;
 | 
						|
        }
 | 
						|
 | 
						|
        // See if we have a buffer we can reuse
 | 
						|
        MetalBuffer* bestCandidate = nil;
 | 
						|
        for (MetalBuffer* candidate in self.bufferCache)
 | 
						|
            if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
 | 
						|
                bestCandidate = candidate;
 | 
						|
 | 
						|
        if (bestCandidate != nil)
 | 
						|
        {
 | 
						|
            [self.bufferCache removeObject:bestCandidate];
 | 
						|
            bestCandidate.lastReuseTime = now;
 | 
						|
            return bestCandidate;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    // No luck; make a new buffer
 | 
						|
    id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
 | 
						|
    return [[MetalBuffer alloc] initWithBuffer:backing];
 | 
						|
}
 | 
						|
 | 
						|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
 | 
						|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
 | 
						|
{
 | 
						|
    NSError* error = nil;
 | 
						|
 | 
						|
    NSString* shaderSource = @""
 | 
						|
    "#include <metal_stdlib>\n"
 | 
						|
    "using namespace metal;\n"
 | 
						|
    "\n"
 | 
						|
    "struct Uniforms {\n"
 | 
						|
    "    float4x4 projectionMatrix;\n"
 | 
						|
    "};\n"
 | 
						|
    "\n"
 | 
						|
    "struct VertexIn {\n"
 | 
						|
    "    float2 position  [[attribute(0)]];\n"
 | 
						|
    "    float2 texCoords [[attribute(1)]];\n"
 | 
						|
    "    uchar4 color     [[attribute(2)]];\n"
 | 
						|
    "};\n"
 | 
						|
    "\n"
 | 
						|
    "struct VertexOut {\n"
 | 
						|
    "    float4 position [[position]];\n"
 | 
						|
    "    float2 texCoords;\n"
 | 
						|
    "    float4 color;\n"
 | 
						|
    "};\n"
 | 
						|
    "\n"
 | 
						|
    "vertex VertexOut vertex_main(VertexIn in                 [[stage_in]],\n"
 | 
						|
    "                             constant Uniforms &uniforms [[buffer(1)]]) {\n"
 | 
						|
    "    VertexOut out;\n"
 | 
						|
    "    out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
 | 
						|
    "    out.texCoords = in.texCoords;\n"
 | 
						|
    "    out.color = float4(in.color) / float4(255.0);\n"
 | 
						|
    "    return out;\n"
 | 
						|
    "}\n"
 | 
						|
    "\n"
 | 
						|
    "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
 | 
						|
    "                             texture2d<half, access::sample> texture [[texture(0)]]) {\n"
 | 
						|
    "    constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
 | 
						|
    "    half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
 | 
						|
    "    return half4(in.color) * texColor;\n"
 | 
						|
    "}\n";
 | 
						|
 | 
						|
    id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
 | 
						|
    if (library == nil)
 | 
						|
    {
 | 
						|
        NSLog(@"Error: failed to create Metal library: %@", error);
 | 
						|
        return nil;
 | 
						|
    }
 | 
						|
 | 
						|
    id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
 | 
						|
    id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
 | 
						|
 | 
						|
    if (vertexFunction == nil || fragmentFunction == nil)
 | 
						|
    {
 | 
						|
        NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
 | 
						|
        return nil;
 | 
						|
    }
 | 
						|
 | 
						|
    MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
 | 
						|
    vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
 | 
						|
    vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
 | 
						|
    vertexDescriptor.attributes[0].bufferIndex = 0;
 | 
						|
    vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
 | 
						|
    vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
 | 
						|
    vertexDescriptor.attributes[1].bufferIndex = 0;
 | 
						|
    vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
 | 
						|
    vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
 | 
						|
    vertexDescriptor.attributes[2].bufferIndex = 0;
 | 
						|
    vertexDescriptor.layouts[0].stepRate = 1;
 | 
						|
    vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
 | 
						|
    vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
 | 
						|
 | 
						|
    MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
 | 
						|
    pipelineDescriptor.vertexFunction = vertexFunction;
 | 
						|
    pipelineDescriptor.fragmentFunction = fragmentFunction;
 | 
						|
    pipelineDescriptor.vertexDescriptor = vertexDescriptor;
 | 
						|
    pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
 | 
						|
    pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
 | 
						|
    pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
 | 
						|
    pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
 | 
						|
    pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
 | 
						|
    pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
 | 
						|
    pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
 | 
						|
    pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
 | 
						|
    pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
 | 
						|
    pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
 | 
						|
    pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
 | 
						|
 | 
						|
    id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
 | 
						|
    if (error != nil)
 | 
						|
        NSLog(@"Error: failed to create Metal pipeline state: %@", error);
 | 
						|
 | 
						|
    return renderPipelineState;
 | 
						|
}
 | 
						|
 | 
						|
@end
 | 
						|
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
 | 
						|
#endif // #ifndef IMGUI_DISABLE
 |