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550 lines
24 KiB
550 lines
24 KiB
// dear imgui: Renderer Backend for Metal |
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// This needs to be used along with a Platform Backend (e.g. OSX) |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! |
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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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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// 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 <Metal/Metal.h> |
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// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...) |
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#import <simd/simd.h> |
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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) NSTimeInterval lastReuseTime; |
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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer; |
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@end |
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// An object that encapsulates the data necessary to uniquely identify a |
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// render pipeline state. These are used as cache keys. |
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@interface FramebufferDescriptor : NSObject<NSCopying> |
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@property (nonatomic, assign) unsigned long sampleCount; |
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@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; |
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@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; |
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@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; |
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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor; |
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@end |
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// A singleton that stores long-lived objects that are needed by the Metal |
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// renderer backend. Stores the render pipeline state cache and the default |
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// font texture, and manages the reusable buffer cache. |
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@interface MetalContext : NSObject |
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@property (nonatomic, strong) id<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) NSTimeInterval lastBufferCachePurge; |
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- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device; |
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- (void)makeFontTextureWithDevice:(id<MTLDevice>)device; |
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- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device; |
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- (void)enqueueReusableBuffer:(MetalBuffer *)buffer; |
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- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device; |
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- (void)emptyRenderPipelineStateCache; |
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- (void)setupRenderState:(ImDrawData *)drawData |
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commandBuffer:(id<MTLCommandBuffer>)commandBuffer |
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder |
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renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState |
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vertexBuffer:(MetalBuffer *)vertexBuffer |
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vertexBufferOffset:(size_t)vertexBufferOffset; |
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- (void)renderDrawData:(ImDrawData *)drawData |
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commandBuffer:(id<MTLCommandBuffer>)commandBuffer |
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder; |
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@end |
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static MetalContext *g_sharedMetalContext = nil; |
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#pragma mark - ImGui API implementation |
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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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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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static dispatch_once_t onceToken; |
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dispatch_once(&onceToken, ^{ |
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g_sharedMetalContext = [[MetalContext alloc] init]; |
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}); |
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ImGui_ImplMetal_CreateDeviceObjects(device); |
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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_DestroyDeviceObjects(); |
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} |
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) |
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{ |
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IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); |
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g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; |
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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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[g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder]; |
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} |
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bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device) |
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{ |
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[g_sharedMetalContext makeFontTextureWithDevice:device]; |
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ImGuiIO& io = ImGui::GetIO(); |
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io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void* |
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return (g_sharedMetalContext.fontTexture != nil); |
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} |
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void ImGui_ImplMetal_DestroyFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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g_sharedMetalContext.fontTexture = nil; |
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io.Fonts->TexID = nullptr; |
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} |
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bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device) |
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{ |
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[g_sharedMetalContext makeDeviceObjectsWithDevice:device]; |
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ImGui_ImplMetal_CreateFontsTexture(device); |
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return true; |
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} |
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void ImGui_ImplMetal_DestroyDeviceObjects() |
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{ |
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ImGui_ImplMetal_DestroyFontsTexture(); |
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[g_sharedMetalContext emptyRenderPipelineStateCache]; |
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} |
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#pragma mark - MetalBuffer implementation |
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@implementation MetalBuffer |
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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer |
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{ |
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if ((self = [super init])) |
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{ |
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_buffer = buffer; |
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_lastReuseTime = [NSDate date].timeIntervalSince1970; |
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} |
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return self; |
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} |
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@end |
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#pragma mark - FramebufferDescriptor implementation |
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@implementation FramebufferDescriptor |
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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor |
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{ |
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if ((self = [super init])) |
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{ |
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_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; |
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_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; |
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_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; |
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_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; |
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} |
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return self; |
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} |
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- (nonnull id)copyWithZone:(nullable NSZone *)zone |
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{ |
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FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init]; |
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copy.sampleCount = self.sampleCount; |
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copy.colorPixelFormat = self.colorPixelFormat; |
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copy.depthPixelFormat = self.depthPixelFormat; |
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copy.stencilPixelFormat = self.stencilPixelFormat; |
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return copy; |
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} |
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- (NSUInteger)hash |
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{ |
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NSUInteger sc = _sampleCount & 0x3; |
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NSUInteger cf = _colorPixelFormat & 0x3FF; |
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NSUInteger df = _depthPixelFormat & 0x3FF; |
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NSUInteger sf = _stencilPixelFormat & 0x3FF; |
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NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; |
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return hash; |
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} |
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- (BOOL)isEqual:(id)object |
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{ |
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FramebufferDescriptor *other = object; |
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if (![other isKindOfClass:[FramebufferDescriptor class]]) |
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return NO; |
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return other.sampleCount == self.sampleCount && |
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other.colorPixelFormat == self.colorPixelFormat && |
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other.depthPixelFormat == self.depthPixelFormat && |
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other.stencilPixelFormat == self.stencilPixelFormat; |
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} |
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@end |
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#pragma mark - MetalContext implementation |
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@implementation MetalContext |
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- (instancetype)init { |
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if ((self = [super init])) |
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{ |
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_renderPipelineStateCache = [NSMutableDictionary dictionary]; |
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_bufferCache = [NSMutableArray array]; |
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_lastBufferCachePurge = [NSDate date].timeIntervalSince1970; |
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} |
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return self; |
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} |
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- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device |
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{ |
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MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; |
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depthStencilDescriptor.depthWriteEnabled = NO; |
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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; |
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self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; |
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} |
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// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. |
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// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. |
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// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. |
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// You can make that change in your implementation. |
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- (void)makeFontTextureWithDevice:(id<MTLDevice>)device |
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{ |
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ImGuiIO &io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm |
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width:width |
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height:height |
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mipmapped:NO]; |
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textureDescriptor.usage = MTLTextureUsageShaderRead; |
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#if TARGET_OS_OSX |
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textureDescriptor.storageMode = MTLStorageModeManaged; |
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#else |
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textureDescriptor.storageMode = MTLStorageModeShared; |
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#endif |
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id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor]; |
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[texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4]; |
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self.fontTexture = texture; |
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} |
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- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device |
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{ |
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NSTimeInterval now = [NSDate date].timeIntervalSince1970; |
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// Purge old buffers that haven't been useful for a while |
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if (now - self.lastBufferCachePurge > 1.0) |
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{ |
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NSMutableArray *survivors = [NSMutableArray array]; |
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for (MetalBuffer *candidate in self.bufferCache) |
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{ |
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if (candidate.lastReuseTime > self.lastBufferCachePurge) |
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{ |
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[survivors addObject:candidate]; |
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} |
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} |
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self.bufferCache = [survivors mutableCopy]; |
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self.lastBufferCachePurge = now; |
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} |
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// See if we have a buffer we can reuse |
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MetalBuffer *bestCandidate = nil; |
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for (MetalBuffer *candidate in self.bufferCache) |
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if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) |
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bestCandidate = candidate; |
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if (bestCandidate != nil) |
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{ |
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[self.bufferCache removeObject:bestCandidate]; |
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bestCandidate.lastReuseTime = now; |
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return bestCandidate; |
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} |
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// No luck; make a new buffer |
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id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; |
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return [[MetalBuffer alloc] initWithBuffer:backing]; |
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} |
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- (void)enqueueReusableBuffer:(MetalBuffer *)buffer |
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{ |
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[self.bufferCache addObject:buffer]; |
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} |
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- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device |
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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 = self.renderPipelineStateCache[self.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 = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device]; |
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// Cache render pipeline state for later reuse |
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self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState; |
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} |
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return renderPipelineState; |
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} |
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- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device |
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{ |
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NSError *error = nil; |
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NSString *shaderSource = @"" |
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"#include <metal_stdlib>\n" |
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"using namespace metal;\n" |
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"\n" |
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"struct Uniforms {\n" |
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" float4x4 projectionMatrix;\n" |
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"};\n" |
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"\n" |
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"struct VertexIn {\n" |
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" float2 position [[attribute(0)]];\n" |
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" float2 texCoords [[attribute(1)]];\n" |
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" uchar4 color [[attribute(2)]];\n" |
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"};\n" |
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"\n" |
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"struct VertexOut {\n" |
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" float4 position [[position]];\n" |
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" float2 texCoords;\n" |
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" float4 color;\n" |
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"};\n" |
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"\n" |
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"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" |
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" constant Uniforms &uniforms [[buffer(1)]]) {\n" |
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" VertexOut out;\n" |
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" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" |
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" out.texCoords = in.texCoords;\n" |
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" out.color = float4(in.color) / float4(255.0);\n" |
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" return out;\n" |
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"}\n" |
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"\n" |
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"fragment half4 fragment_main(VertexOut in [[stage_in]],\n" |
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" texture2d<half, access::sample> texture [[texture(0)]]) {\n" |
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" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" |
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" half4 texColor = texture.sample(linearSampler, in.texCoords);\n" |
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" return half4(in.color) * texColor;\n" |
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"}\n"; |
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id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error]; |
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if (library == nil) |
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{ |
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NSLog(@"Error: failed to create Metal library: %@", error); |
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return nil; |
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} |
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id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"]; |
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id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"]; |
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if (vertexFunction == nil || fragmentFunction == nil) |
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{ |
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NSLog(@"Error: failed to find Metal shader functions in library: %@", error); |
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return nil; |
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} |
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MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; |
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vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); |
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vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position |
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vertexDescriptor.attributes[0].bufferIndex = 0; |
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vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); |
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vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords |
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vertexDescriptor.attributes[1].bufferIndex = 0; |
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vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); |
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vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color |
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vertexDescriptor.attributes[2].bufferIndex = 0; |
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vertexDescriptor.layouts[0].stepRate = 1; |
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vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; |
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vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); |
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MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; |
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pipelineDescriptor.vertexFunction = vertexFunction; |
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pipelineDescriptor.fragmentFunction = fragmentFunction; |
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pipelineDescriptor.vertexDescriptor = vertexDescriptor; |
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pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount; |
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pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; |
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pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; |
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pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; |
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pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; |
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pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; |
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pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha; |
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pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; |
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pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; |
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pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; |
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pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; |
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id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; |
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if (error != nil) |
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{ |
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NSLog(@"Error: failed to create Metal pipeline state: %@", error); |
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} |
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return renderPipelineState; |
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} |
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- (void)emptyRenderPipelineStateCache |
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{ |
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[self.renderPipelineStateCache removeAllObjects]; |
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} |
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- (void)setupRenderState:(ImDrawData *)drawData |
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commandBuffer:(id<MTLCommandBuffer>)commandBuffer |
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder |
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renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState |
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vertexBuffer:(MetalBuffer *)vertexBuffer |
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vertexBufferOffset:(size_t)vertexBufferOffset |
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{ |
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[commandEncoder setCullMode:MTLCullModeNone]; |
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[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState]; |
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// Setup viewport, orthographic projection matrix |
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to |
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// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. |
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MTLViewport viewport = |
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{ |
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.originX = 0.0, |
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.originY = 0.0, |
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.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), |
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.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), |
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.znear = 0.0, |
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.zfar = 1.0 |
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}; |
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[commandEncoder setViewport:viewport]; |
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float L = drawData->DisplayPos.x; |
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float R = drawData->DisplayPos.x + drawData->DisplaySize.x; |
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float T = drawData->DisplayPos.y; |
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float B = drawData->DisplayPos.y + drawData->DisplaySize.y; |
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float N = viewport.znear; |
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float F = 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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- (void)renderDrawData:(ImDrawData *)drawData |
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commandBuffer:(id<MTLCommandBuffer>)commandBuffer |
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder |
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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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id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; |
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size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert); |
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size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx); |
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MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; |
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MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; |
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[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0]; |
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// Will project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports |
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ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) |
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// Render command lists |
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size_t vertexBufferOffset = 0; |
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size_t indexBufferOffset = 0; |
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for (int n = 0; n < drawData->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = drawData->CmdLists[n]; |
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memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
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memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
|
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
|
{ |
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
|
if (pcmd->UserCallback) |
|
{ |
|
// User callback, registered via ImDrawList::AddCallback() |
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
|
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset]; |
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else |
|
pcmd->UserCallback(cmd_list, pcmd); |
|
} |
|
else |
|
{ |
|
// Project scissor/clipping rectangles into framebuffer space |
|
ImVec4 clip_rect; |
|
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; |
|
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; |
|
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; |
|
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; |
|
|
|
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) |
|
{ |
|
// Apply scissor/clipping rectangle |
|
MTLScissorRect scissorRect = |
|
{ |
|
.x = NSUInteger(clip_rect.x), |
|
.y = NSUInteger(clip_rect.y), |
|
.width = NSUInteger(clip_rect.z - clip_rect.x), |
|
.height = NSUInteger(clip_rect.w - clip_rect.y) |
|
}; |
|
[commandEncoder setScissorRect:scissorRect]; |
|
|
|
|
|
// Bind texture, Draw |
|
if (pcmd->TextureId != NULL) |
|
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) 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 += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); |
|
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); |
|
} |
|
|
|
__weak id weakSelf = self; |
|
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) |
|
{ |
|
dispatch_async(dispatch_get_main_queue(), ^{ |
|
[weakSelf enqueueReusableBuffer:vertexBuffer]; |
|
[weakSelf enqueueReusableBuffer:indexBuffer]; |
|
}); |
|
}]; |
|
} |
|
|
|
@end
|
|
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