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592 lines
27 KiB
592 lines
27 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: Large meshes support (64k+ vertices) with 16-bit indices. |
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// Learn about Dear ImGui: |
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// - FAQ https://dearimgui.com/faq |
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// - Getting Started https://dearimgui.com/getting-started |
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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// - Introduction, links and more at the top of imgui.cpp |
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|
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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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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. |
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// 2022-07-05: Metal: Add dispatch synchronization. |
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// 2022-06-30: Metal: Use __bridge for ARC based systems. |
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// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. |
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// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. |
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// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). |
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// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. |
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// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) |
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// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
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// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. |
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// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. |
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// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
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// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
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// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. |
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
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// 2018-07-05: Metal: Added new Metal backend implementation. |
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#include "imgui.h" |
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#ifndef IMGUI_DISABLE |
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#include "imgui_impl_metal.h" |
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#import <time.h> |
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#import <Metal/Metal.h> |
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#pragma mark - Support classes |
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// A wrapper around a MTLBuffer object that knows the last time it was reused |
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@interface MetalBuffer : NSObject |
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@property (nonatomic, strong) id<MTLBuffer> buffer; |
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@property (nonatomic, assign) double lastReuseTime; |
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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer; |
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@end |
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// An object that encapsulates the data necessary to uniquely identify a |
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// render pipeline state. These are used as cache keys. |
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@interface FramebufferDescriptor : NSObject<NSCopying> |
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@property (nonatomic, assign) unsigned long sampleCount; |
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@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; |
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@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; |
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@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; |
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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; |
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@end |
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// A singleton that stores long-lived objects that are needed by the Metal |
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// renderer backend. Stores the render pipeline state cache and the default |
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// font texture, and manages the reusable buffer cache. |
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@interface MetalContext : NSObject |
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@property (nonatomic, strong) id<MTLDevice> device; |
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@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState; |
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@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient |
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@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors |
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@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture; |
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@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache; |
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@property (nonatomic, assign) double lastBufferCachePurge; |
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- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device; |
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- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device; |
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@end |
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struct ImGui_ImplMetal_Data |
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{ |
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MetalContext* SharedMetalContext; |
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ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } |
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}; |
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static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } |
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static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } |
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static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } |
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#ifdef IMGUI_IMPL_METAL_CPP |
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#pragma mark - Dear ImGui Metal C++ Backend API |
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bool ImGui_ImplMetal_Init(MTL::Device* device) |
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{ |
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return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device)); |
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} |
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void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) |
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{ |
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ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); |
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} |
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, |
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MTL::CommandBuffer* commandBuffer, |
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MTL::RenderCommandEncoder* commandEncoder) |
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{ |
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ImGui_ImplMetal_RenderDrawData(draw_data, |
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(__bridge id<MTLCommandBuffer>)(commandBuffer), |
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(__bridge id<MTLRenderCommandEncoder>)(commandEncoder)); |
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} |
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bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) |
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{ |
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return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device)); |
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} |
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bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) |
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{ |
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return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device)); |
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} |
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#endif // #ifdef IMGUI_IMPL_METAL_CPP |
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#pragma mark - Dear ImGui Metal Backend API |
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bool ImGui_ImplMetal_Init(id<MTLDevice> device) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IMGUI_CHECKVERSION(); |
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
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ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_metal"; |
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
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bd->SharedMetalContext = [[MetalContext alloc] init]; |
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bd->SharedMetalContext.device = 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_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
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ImGui_ImplMetal_DestroyDeviceObjects(); |
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ImGui_ImplMetal_DestroyBackendData(); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.BackendRendererName = nullptr; |
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io.BackendRendererUserData = nullptr; |
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; |
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} |
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) |
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{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); |
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bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; |
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if (bd->SharedMetalContext.depthStencilState == nil) |
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ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); |
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} |
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static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, |
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id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState, |
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MetalBuffer* vertexBuffer, size_t vertexBufferOffset) |
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{ |
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IM_UNUSED(commandBuffer); |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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[commandEncoder setCullMode:MTLCullModeNone]; |
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[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; |
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// Setup viewport, orthographic projection matrix |
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to |
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// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. |
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MTLViewport viewport = |
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{ |
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.originX = 0.0, |
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.originY = 0.0, |
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.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), |
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.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), |
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.znear = 0.0, |
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.zfar = 1.0 |
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}; |
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[commandEncoder setViewport:viewport]; |
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float L = drawData->DisplayPos.x; |
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float R = drawData->DisplayPos.x + drawData->DisplaySize.x; |
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float T = drawData->DisplayPos.y; |
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float B = drawData->DisplayPos.y + drawData->DisplaySize.y; |
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float N = (float)viewport.znear; |
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float F = (float)viewport.zfar; |
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const float ortho_projection[4][4] = |
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
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{ 0.0f, 0.0f, 1/(F-N), 0.0f }, |
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{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, |
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}; |
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[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; |
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[commandEncoder setRenderPipelineState:renderPipelineState]; |
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; |
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[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; |
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} |
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// Metal Render function. |
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder) |
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{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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MetalContext* ctx = bd->SharedMetalContext; |
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
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int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); |
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int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); |
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) |
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return; |
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// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame |
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// The hit rate for this cache should be very near 100%. |
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id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; |
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if (renderPipelineState == nil) |
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{ |
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// No luck; make a new render pipeline state |
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renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; |
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// Cache render pipeline state for later reuse |
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ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; |
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} |
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size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); |
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size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); |
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MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; |
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MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; |
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ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); |
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// Will project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports |
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ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) |
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// Render command lists |
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size_t vertexBufferOffset = 0; |
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size_t indexBufferOffset = 0; |
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for (int n = 0; n < drawData->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = drawData->CmdLists[n]; |
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memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
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memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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// User callback, registered via ImDrawList::AddCallback() |
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); |
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else |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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// Project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
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// Clamp to viewport as setScissorRect() won't accept values that are off bounds |
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } |
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } |
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } |
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this |
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continue; |
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// Apply scissor/clipping rectangle |
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MTLScissorRect scissorRect = |
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{ |
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.x = NSUInteger(clip_min.x), |
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.y = NSUInteger(clip_min.y), |
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.width = NSUInteger(clip_max.x - clip_min.x), |
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.height = NSUInteger(clip_max.y - clip_min.y) |
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}; |
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[commandEncoder setScissorRect:scissorRect]; |
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// Bind texture, Draw |
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if (ImTextureID tex_id = pcmd->GetTexID()) |
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0]; |
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[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; |
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[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle |
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indexCount:pcmd->ElemCount |
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indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 |
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indexBuffer:indexBuffer.buffer |
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indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; |
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} |
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} |
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vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); |
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indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); |
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} |
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) |
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{ |
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dispatch_async(dispatch_get_main_queue(), ^{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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if (bd != nullptr) |
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{ |
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@synchronized(bd->SharedMetalContext.bufferCache) |
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{ |
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[bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; |
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[bd->SharedMetalContext.bufferCache addObject:indexBuffer]; |
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} |
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} |
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}); |
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}]; |
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} |
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bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device) |
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{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. |
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// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. |
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// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. |
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// You can make that change in your implementation. |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm |
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width:(NSUInteger)width |
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height:(NSUInteger)height |
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mipmapped:NO]; |
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textureDescriptor.usage = MTLTextureUsageShaderRead; |
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#if TARGET_OS_OSX || TARGET_OS_MACCATALYST |
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textureDescriptor.storageMode = MTLStorageModeManaged; |
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#else |
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textureDescriptor.storageMode = MTLStorageModeShared; |
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#endif |
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id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor]; |
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[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; |
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bd->SharedMetalContext.fontTexture = texture; |
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io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* |
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return (bd->SharedMetalContext.fontTexture != nil); |
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} |
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void ImGui_ImplMetal_DestroyFontsTexture() |
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{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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ImGuiIO& io = ImGui::GetIO(); |
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bd->SharedMetalContext.fontTexture = nil; |
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io.Fonts->SetTexID(0); |
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} |
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bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device) |
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{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; |
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depthStencilDescriptor.depthWriteEnabled = NO; |
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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; |
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bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; |
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ImGui_ImplMetal_CreateFontsTexture(device); |
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return true; |
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} |
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void ImGui_ImplMetal_DestroyDeviceObjects() |
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{ |
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); |
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ImGui_ImplMetal_DestroyFontsTexture(); |
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[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; |
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} |
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#pragma mark - MetalBuffer implementation |
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@implementation MetalBuffer |
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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer |
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{ |
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if ((self = [super init])) |
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{ |
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_buffer = buffer; |
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_lastReuseTime = GetMachAbsoluteTimeInSeconds(); |
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} |
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return self; |
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} |
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@end |
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#pragma mark - FramebufferDescriptor implementation |
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@implementation FramebufferDescriptor |
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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor |
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{ |
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if ((self = [super init])) |
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{ |
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_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; |
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_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; |
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_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; |
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_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; |
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} |
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return self; |
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} |
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- (nonnull id)copyWithZone:(nullable NSZone*)zone |
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{ |
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FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; |
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copy.sampleCount = self.sampleCount; |
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copy.colorPixelFormat = self.colorPixelFormat; |
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copy.depthPixelFormat = self.depthPixelFormat; |
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copy.stencilPixelFormat = self.stencilPixelFormat; |
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return copy; |
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} |
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- (NSUInteger)hash |
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{ |
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NSUInteger sc = _sampleCount & 0x3; |
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NSUInteger cf = _colorPixelFormat & 0x3FF; |
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NSUInteger df = _depthPixelFormat & 0x3FF; |
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NSUInteger sf = _stencilPixelFormat & 0x3FF; |
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NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; |
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return hash; |
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} |
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- (BOOL)isEqual:(id)object |
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{ |
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FramebufferDescriptor* other = object; |
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if (![other isKindOfClass:[FramebufferDescriptor class]]) |
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return NO; |
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return other.sampleCount == self.sampleCount && |
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other.colorPixelFormat == self.colorPixelFormat && |
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other.depthPixelFormat == self.depthPixelFormat && |
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other.stencilPixelFormat == self.stencilPixelFormat; |
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} |
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@end |
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#pragma mark - MetalContext implementation |
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@implementation MetalContext |
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- (instancetype)init |
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{ |
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if ((self = [super init])) |
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{ |
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self.renderPipelineStateCache = [NSMutableDictionary dictionary]; |
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self.bufferCache = [NSMutableArray array]; |
|
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); |
|
} |
|
return self; |
|
} |
|
|
|
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device |
|
{ |
|
uint64_t now = GetMachAbsoluteTimeInSeconds(); |
|
|
|
@synchronized(self.bufferCache) |
|
{ |
|
// Purge old buffers that haven't been useful for a while |
|
if (now - self.lastBufferCachePurge > 1.0) |
|
{ |
|
NSMutableArray* survivors = [NSMutableArray array]; |
|
for (MetalBuffer* candidate in self.bufferCache) |
|
if (candidate.lastReuseTime > self.lastBufferCachePurge) |
|
[survivors addObject:candidate]; |
|
self.bufferCache = [survivors mutableCopy]; |
|
self.lastBufferCachePurge = now; |
|
} |
|
|
|
// See if we have a buffer we can reuse |
|
MetalBuffer* bestCandidate = nil; |
|
for (MetalBuffer* candidate in self.bufferCache) |
|
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) |
|
bestCandidate = candidate; |
|
|
|
if (bestCandidate != nil) |
|
{ |
|
[self.bufferCache removeObject:bestCandidate]; |
|
bestCandidate.lastReuseTime = now; |
|
return bestCandidate; |
|
} |
|
} |
|
|
|
// No luck; make a new buffer |
|
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; |
|
return [[MetalBuffer alloc] initWithBuffer:backing]; |
|
} |
|
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. |
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device |
|
{ |
|
NSError* error = nil; |
|
|
|
NSString* shaderSource = @"" |
|
"#include <metal_stdlib>\n" |
|
"using namespace metal;\n" |
|
"\n" |
|
"struct Uniforms {\n" |
|
" float4x4 projectionMatrix;\n" |
|
"};\n" |
|
"\n" |
|
"struct VertexIn {\n" |
|
" float2 position [[attribute(0)]];\n" |
|
" float2 texCoords [[attribute(1)]];\n" |
|
" uchar4 color [[attribute(2)]];\n" |
|
"};\n" |
|
"\n" |
|
"struct VertexOut {\n" |
|
" float4 position [[position]];\n" |
|
" float2 texCoords;\n" |
|
" float4 color;\n" |
|
"};\n" |
|
"\n" |
|
"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" |
|
" constant Uniforms &uniforms [[buffer(1)]]) {\n" |
|
" VertexOut out;\n" |
|
" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" |
|
" out.texCoords = in.texCoords;\n" |
|
" out.color = float4(in.color) / float4(255.0);\n" |
|
" return out;\n" |
|
"}\n" |
|
"\n" |
|
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n" |
|
" texture2d<half, access::sample> texture [[texture(0)]]) {\n" |
|
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" |
|
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n" |
|
" return half4(in.color) * texColor;\n" |
|
"}\n"; |
|
|
|
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error]; |
|
if (library == nil) |
|
{ |
|
NSLog(@"Error: failed to create Metal library: %@", error); |
|
return nil; |
|
} |
|
|
|
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"]; |
|
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"]; |
|
|
|
if (vertexFunction == nil || fragmentFunction == nil) |
|
{ |
|
NSLog(@"Error: failed to find Metal shader functions in library: %@", error); |
|
return nil; |
|
} |
|
|
|
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; |
|
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); |
|
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position |
|
vertexDescriptor.attributes[0].bufferIndex = 0; |
|
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); |
|
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords |
|
vertexDescriptor.attributes[1].bufferIndex = 0; |
|
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); |
|
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color |
|
vertexDescriptor.attributes[2].bufferIndex = 0; |
|
vertexDescriptor.layouts[0].stepRate = 1; |
|
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; |
|
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); |
|
|
|
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; |
|
pipelineDescriptor.vertexFunction = vertexFunction; |
|
pipelineDescriptor.fragmentFunction = fragmentFunction; |
|
pipelineDescriptor.vertexDescriptor = vertexDescriptor; |
|
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; |
|
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; |
|
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; |
|
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; |
|
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; |
|
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; |
|
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; |
|
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; |
|
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; |
|
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; |
|
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; |
|
|
|
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; |
|
if (error != nil) |
|
NSLog(@"Error: failed to create Metal pipeline state: %@", error); |
|
|
|
return renderPipelineState; |
|
} |
|
|
|
@end |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
#endif // #ifndef IMGUI_DISABLE
|
|
|