723 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			723 lines
		
	
	
		
			33 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| // dear imgui: Renderer Backend for Metal
 | |
| // This needs to be used along with a Platform Backend (e.g. OSX)
 | |
| 
 | |
| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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| //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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| //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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| // Read online: https://github.com/ocornut/imgui/tree/master/docs
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| 
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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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| //  2022-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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| //  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
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| //  2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
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| //  2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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| //  2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
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| //  2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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| //  2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
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| //  2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
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| //  2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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| //  2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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| //  2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
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| //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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| //  2018-07-05: Metal: Added new Metal backend implementation.
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| 
 | |
| #include "imgui.h"
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| #include "imgui_impl_metal.h"
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| #import <time.h>
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| #import <Metal/Metal.h>
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| 
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| // Forward Declarations
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| static void ImGui_ImplMetal_InitPlatformInterface();
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| static void ImGui_ImplMetal_ShutdownPlatformInterface();
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| static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
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| static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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| 
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| #pragma mark - Support classes
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| 
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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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| 
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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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| 
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| // A singleton that stores long-lived objects that are needed by the Metal
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| // renderer backend. Stores the render pipeline state cache and the default
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| // font texture, and manages the reusable buffer cache.
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| @interface MetalContext : NSObject
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| @property (nonatomic, strong) id<MTLDevice>                 device;
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| @property (nonatomic, strong) id<MTLDepthStencilState>      depthStencilState;
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| @property (nonatomic, strong) FramebufferDescriptor*        framebufferDescriptor; // framebuffer descriptor for current frame; transient
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| @property (nonatomic, strong) NSMutableDictionary*          renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
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| @property (nonatomic, strong, nullable) id<MTLTexture>      fontTexture;
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| @property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
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| @property (nonatomic, assign) double                        lastBufferCachePurge;
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| - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
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| - (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
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| @end
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| 
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| struct ImGui_ImplMetal_Data
 | |
| {
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|     MetalContext*            SharedMetalContext;
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| 
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|     ImGui_ImplMetal_Data()  { memset(this, 0, sizeof(*this)); }
 | |
| };
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| 
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| static ImGui_ImplMetal_Data*     ImGui_ImplMetal_CreateBackendData()  { return IM_NEW(ImGui_ImplMetal_Data)(); }
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| static ImGui_ImplMetal_Data*     ImGui_ImplMetal_GetBackendData()     { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }
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| static void                      ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
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| 
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| static inline CFTimeInterval     GetMachAbsoluteTimeInSeconds()       { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }
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| 
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| #ifdef IMGUI_IMPL_METAL_CPP
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| 
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| #pragma mark - Dear ImGui Metal C++ Backend API
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| 
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| bool ImGui_ImplMetal_Init(MTL::Device* device)
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| {
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|     return ImGui_ImplMetal_Init((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((MTLRenderPassDescriptor*)(renderPassDescriptor));
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| }
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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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|                                    (id<MTLCommandBuffer>)(commandBuffer),
 | |
|                                    (id<MTLRenderCommandEncoder>)(commandEncoder));
 | |
| 
 | |
| }
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| 
 | |
| bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
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| {
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|     return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device));
 | |
| }
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| 
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| bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
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| {
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|     return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device));
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| }
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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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| 
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| bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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| {
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|     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
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|     ImGuiIO& io = ImGui::GetIO();
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|     io.BackendRendererUserData = (void*)bd;
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|     io.BackendRendererName = "imgui_impl_metal";
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|     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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|     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
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| 
 | |
|     bd->SharedMetalContext = [[MetalContext alloc] init];
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|     bd->SharedMetalContext.device = device;
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| 
 | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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|         ImGui_ImplMetal_InitPlatformInterface();
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| 
 | |
|     return true;
 | |
| }
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| 
 | |
| void ImGui_ImplMetal_Shutdown()
 | |
| {
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|     ImGui_ImplMetal_ShutdownPlatformInterface();
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|     ImGui_ImplMetal_DestroyDeviceObjects();
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|     ImGui_ImplMetal_DestroyBackendData();
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| }
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| 
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| void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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| {
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|     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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|     IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
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|     bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
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| 
 | |
|     if (bd->SharedMetalContext.depthStencilState == nil)
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|         ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
 | |
| }
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| 
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| static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
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|     id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
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|     MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
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| {
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|     IM_UNUSED(commandBuffer);
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|     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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|     [commandEncoder setCullMode:MTLCullModeNone];
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|     [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
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| 
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|     // Setup viewport, orthographic projection matrix
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|     // Our visible imgui space lies from draw_data->DisplayPos (top left) to
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|     // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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|     MTLViewport viewport =
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|     {
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|         .originX = 0.0,
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|         .originY = 0.0,
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|         .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
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|         .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
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|         .znear = 0.0,
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|         .zfar = 1.0
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|     };
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|     [commandEncoder setViewport:viewport];
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| 
 | |
|     float L = drawData->DisplayPos.x;
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|     float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
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|     float T = drawData->DisplayPos.y;
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|     float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
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|     float N = (float)viewport.znear;
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|     float F = (float)viewport.zfar;
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|     const float ortho_projection[4][4] =
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|     {
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|         { 2.0f/(R-L),   0.0f,           0.0f,   0.0f },
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|         { 0.0f,         2.0f/(T-B),     0.0f,   0.0f },
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|         { 0.0f,         0.0f,        1/(F-N),   0.0f },
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|         { (R+L)/(L-R),  (T+B)/(B-T), N/(F-N),   1.0f },
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|     };
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|     [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
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| 
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|     [commandEncoder setRenderPipelineState:renderPipelineState];
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| 
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|     [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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|     [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
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| }
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| 
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| // Metal Render function.
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| void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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| {
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|     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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|     MetalContext* ctx = bd->SharedMetalContext;
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| 
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|     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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|     int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
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|     int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
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|     if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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|         return;
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| 
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|     // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
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|     // The hit rate for this cache should be very near 100%.
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|     id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
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|     if (renderPipelineState == nil)
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|     {
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|         // No luck; make a new render pipeline state
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|         renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
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| 
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|         // Cache render pipeline state for later reuse
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|         ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
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|     }
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| 
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|     size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
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|     size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
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|     MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
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|     MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
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| 
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|     ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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| 
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|     // Will project scissor/clipping rectangles into framebuffer space
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|     ImVec2 clip_off = drawData->DisplayPos;         // (0,0) unless using multi-viewports
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|     ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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| 
 | |
|     // 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++)
 | |
|         {
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|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
 | |
|             if (pcmd->UserCallback)
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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.)
 | |
|                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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|                     ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
 | |
|                 else
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|                     pcmd->UserCallback(cmd_list, pcmd);
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|             }
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|             else
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|             {
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|                 // Project scissor/clipping rectangles into framebuffer space
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|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
 | |
|                 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);
 | |
|     }
 | |
| 
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|     [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
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|     {
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|         dispatch_async(dispatch_get_main_queue(), ^{
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|             ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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|             [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
 | |
|             [bd->SharedMetalContext.bufferCache addObject:indexBuffer];
 | |
|         });
 | |
|     }];
 | |
| }
 | |
| 
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| 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
 | 
