Examples: Comments + shallow coding convention tweak to be consistent across examples and with imgui_impl_osx

This commit is contained in:
omar
2018-07-08 11:16:11 +02:00
parent 569e0f07f1
commit 89e2ddf07f
3 changed files with 67 additions and 38 deletions

View File

@ -128,8 +128,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer {
if ((self = [super init])) {
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = [NSDate date].timeIntervalSince1970;
}
@ -140,8 +142,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor {
if ((self = [super init])) {
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
{
if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
@ -150,7 +154,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (nonnull id)copyWithZone:(nullable NSZone *)zone {
- (nonnull id)copyWithZone:(nullable NSZone *)zone
{
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
copy.colorPixelFormat = self.colorPixelFormat;
@ -159,7 +164,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return copy;
}
- (NSUInteger)hash {
- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
NSUInteger df = _depthPixelFormat & 0x3FF;
@ -168,12 +174,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return hash;
}
- (BOOL)isEqual:(id)object {
- (BOOL)isEqual:(id)object
{
FramebufferDescriptor *other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]]) {
if (![other isKindOfClass:[FramebufferDescriptor class]])
return NO;
}
return other.sampleCount == self.sampleCount &&
return other.sampleCount == self.sampleCount &&
other.colorPixelFormat == self.colorPixelFormat &&
other.depthPixelFormat == self.depthPixelFormat &&
other.stencilPixelFormat == self.stencilPixelFormat;
@ -185,7 +191,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
@implementation MetalContext
- (instancetype)init {
if ((self = [super init])) {
if ((self = [super init]))
{
_renderPipelineStateCache = [NSMutableDictionary dictionary];
_bufferCache = [NSMutableArray array];
_lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
@ -193,14 +200,20 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device {
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
}
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device {
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{
ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
@ -220,14 +233,18 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.fontTexture = texture;
}
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device {
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0) {
if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray *survivors = [NSMutableArray array];
for (MetalBuffer *candidate in self.bufferCache) {
if (candidate.lastReuseTime > self.lastBufferCachePurge) {
for (MetalBuffer *candidate in self.bufferCache)
{
if (candidate.lastReuseTime > self.lastBufferCachePurge)
{
[survivors addObject:candidate];
}
}
@ -237,13 +254,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// 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)) {
for (MetalBuffer *candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
}
}
if (bestCandidate != nil) {
if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
@ -254,16 +270,19 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return [[MetalBuffer alloc] initWithBuffer:backing];
}
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer {
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
{
[self.bufferCache addObject:buffer];
}
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device {
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// Thie hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
if (renderPipelineState == nil) {
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse
@ -314,7 +333,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
"}\n";
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
if (library == nil) {
if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
@ -322,7 +342,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (vertexFunction == nil || fragmentFunction == nil) {
if (vertexFunction == nil || fragmentFunction == nil)
{
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil;
}
@ -358,14 +379,16 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil) {
if (error != nil)
{
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
}
return renderPipelineState;
}
- (void)emptyRenderPipelineStateCache {
- (void)emptyRenderPipelineStateCache
{
[self.renderPipelineStateCache removeAllObjects];
}
@ -387,12 +410,15 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport = { .originX = 0.0,
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = double(fb_width),
.height = double(fb_height),
.znear = 0.0,
.zfar = 1.0 };
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
@ -412,7 +438,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
size_t vertexBufferLength = 0;
size_t indexBufferLength = 0;
for (int n = 0; n < drawData->CmdListsCount; n++) {
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
@ -461,9 +488,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// Bind texture, Draw
if (pcmd->TextureId != NULL) {
if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
}
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
@ -479,7 +505,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
}
__weak id weakSelf = self;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) {
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer];
[weakSelf enqueueReusableBuffer:indexBuffer];