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https://github.com/Drezil/imgui.git
synced 2025-07-12 15:59:54 +02:00
Merge branch 'master' into viewport
# Conflicts: # examples/example_sdl_vulkan/main.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_sdl.cpp # examples/imgui_impl_vulkan.h # imgui.cpp
This commit is contained in:
@ -75,7 +75,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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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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@ -102,7 +102,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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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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@ -134,9 +134,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
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{
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if ((self = [super init]))
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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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@ -148,9 +148,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
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{
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if ((self = [super init]))
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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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@ -160,7 +160,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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return self;
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}
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- (nonnull id)copyWithZone:(nullable NSZone *)zone
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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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@ -170,7 +170,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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return copy;
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}
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- (NSUInteger)hash
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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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@ -180,7 +180,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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return hash;
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}
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- (BOOL)isEqual:(id)object
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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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@ -197,7 +197,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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@implementation MetalContext
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- (instancetype)init {
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if ((self = [super 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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@ -206,7 +206,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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return self;
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}
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- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
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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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@ -218,7 +218,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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- (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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@ -239,17 +239,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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- (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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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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for (MetalBuffer *candidate in self.bufferCache)
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{
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if (candidate.lastReuseTime > self.lastBufferCachePurge)
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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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@ -257,51 +257,51 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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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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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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- (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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- (_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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// Thie 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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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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@ -337,23 +337,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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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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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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@ -367,7 +367,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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@ -383,17 +383,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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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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- (void)emptyRenderPipelineStateCache
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{
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[self.renderPipelineStateCache removeAllObjects];
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}
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@ -409,21 +409,21 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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return;
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drawData->ScaleClipRects(io.DisplayFramebufferScale);
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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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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(fb_width),
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.height = double(fb_height),
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.znear = 0.0,
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.zfar = 1.0
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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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@ -439,26 +439,26 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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size_t vertexBufferLength = 0;
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size_t indexBufferLength = 0;
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for (int n = 0; n < drawData->CmdListsCount; n++)
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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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vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
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indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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}
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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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id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
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[commandEncoder setRenderPipelineState:renderPipelineState];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
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size_t vertexBufferOffset = 0;
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size_t indexBufferOffset = 0;
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ImVec2 pos = drawData->DisplayPos;
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@ -466,12 +466,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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{
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const ImDrawList* cmd_list = drawData->CmdLists[n];
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ImDrawIdx idx_buffer_offset = 0;
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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));
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[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
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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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@ -491,8 +491,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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.width = NSUInteger(clip_rect.z - clip_rect.x),
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.height = NSUInteger(clip_rect.w - clip_rect.y) };
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[commandEncoder setScissorRect:scissorRect];
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// Bind texture, Draw
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if (pcmd->TextureId != NULL)
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
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@ -505,13 +505,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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}
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idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
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}
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vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
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indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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}
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__weak id weakSelf = self;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
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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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[weakSelf enqueueReusableBuffer:vertexBuffer];
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