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Examples: Comments + shallow coding convention tweak to be consistent across examples and with imgui_impl_osx
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@ -166,12 +166,12 @@ example_win32_directx12/
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example_apple_metal/
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OSX & iOS + Metal.
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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Note that instead of the OSX bindings, you may want to use GLFW or SDL which will also support Windows, Linux along with OSX.
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
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example_apple_opengl2/
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OSX + OpenGL2.
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Note that instead of the OSX bindings, you may want to use GLFW or SDL which will also support Windows, Linux along with OSX.
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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example_glfw_opengl2/
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@ -2,5 +2,7 @@
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## Introduction
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This example shows how to render ImGui with Metal. It is based on the cross-platform game template provided with Xcode as of Xcode 9.
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This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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@ -128,8 +128,10 @@ 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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if ((self = [super init])) {
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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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@ -140,8 +142,10 @@ 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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if ((self = [super init])) {
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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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@ -150,7 +154,8 @@ 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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copy.colorPixelFormat = self.colorPixelFormat;
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@ -159,7 +164,8 @@ 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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NSUInteger df = _depthPixelFormat & 0x3FF;
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@ -168,11 +174,11 @@ 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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if (![other isKindOfClass:[FramebufferDescriptor class]])
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return NO;
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}
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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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@ -185,7 +191,8 @@ 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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_lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
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@ -193,14 +200,20 @@ 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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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
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self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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}
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- (void)makeFontTextureWithDevice:(id<MTLDevice>)device {
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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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@ -220,14 +233,18 @@ 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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if (candidate.lastReuseTime > self.lastBufferCachePurge) {
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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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@ -237,13 +254,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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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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}
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}
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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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@ -254,16 +270,19 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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@ -314,7 +333,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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@ -322,7 +342,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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@ -358,14 +379,16 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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@ -387,12 +410,15 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (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 = { .originX = 0.0,
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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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float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
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@ -412,7 +438,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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@ -461,9 +488,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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// Bind texture, Draw
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if (pcmd->TextureId != NULL) {
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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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}
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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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@ -479,7 +505,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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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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[weakSelf enqueueReusableBuffer:indexBuffer];
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