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https://github.com/Drezil/imgui.git
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Backends: Metal: Align code more closely with other backends. OSX: Add missing return for mouse pos events.
'#if __has_feature(objc_arc)' was removed as callback gets required reference via ImGui_ImplMetal_GetBackendData() so that weakref is not really needed.
This commit is contained in:
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@ -24,7 +24,7 @@
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder);
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@ -35,46 +35,33 @@
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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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@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) 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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- (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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- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
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- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
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- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
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- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
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- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
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- (void)emptyRenderPipelineStateCache;
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- (void)setupRenderState:(ImDrawData *)drawData
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commandBuffer:(id<MTLCommandBuffer>)commandBuffer
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
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renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
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vertexBuffer:(MetalBuffer *)vertexBuffer
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vertexBufferOffset:(size_t)vertexBufferOffset;
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- (void)renderDrawData:(ImDrawData *)drawData
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commandBuffer:(id<MTLCommandBuffer>)commandBuffer
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commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
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@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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@ -148,7 +135,7 @@ void ImGui_ImplMetal_Shutdown()
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ImGui_ImplMetal_DestroyBackendData();
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}
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
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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->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
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@ -158,19 +145,186 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
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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* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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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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[bd->SharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
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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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[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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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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[bd->SharedMetalContext makeFontTextureWithDevice:device];
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io.Fonts->SetTexID((__bridge void *)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
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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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@ -186,7 +340,10 @@ void ImGui_ImplMetal_DestroyFontsTexture()
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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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[bd->SharedMetalContext makeDeviceObjectsWithDevice:device];
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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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@ -196,7 +353,7 @@ 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 emptyRenderPipelineStateCache];
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[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
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}
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#pragma mark - MetalBuffer implementation
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@ -216,7 +373,7 @@ 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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{
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@ -228,9 +385,9 @@ 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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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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@ -250,7 +407,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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- (BOOL)isEqual:(id)object
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{
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FramebufferDescriptor *other = object;
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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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@ -264,7 +421,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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#pragma mark - MetalContext implementation
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@implementation MetalContext
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- (instancetype)init {
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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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_renderPipelineStateCache = [NSMutableDictionary dictionary];
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@ -274,61 +432,24 @@ 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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{
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MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
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depthStencilDescriptor.depthWriteEnabled = NO;
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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
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self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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}
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// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
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// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
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// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
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// You can make that change in your implementation.
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- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
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{
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ImGuiIO &io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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width:(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
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
self.fontTexture = texture;
|
||||
}
|
||||
|
||||
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
||||
|
||||
// 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)
|
||||
{
|
||||
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)
|
||||
MetalBuffer* bestCandidate = nil;
|
||||
for (MetalBuffer* candidate in self.bufferCache)
|
||||
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
|
||||
bestCandidate = candidate;
|
||||
|
||||
@ -344,34 +465,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
return [[MetalBuffer alloc] initWithBuffer:backing];
|
||||
}
|
||||
|
||||
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
|
||||
{
|
||||
[self.bufferCache addObject:buffer];
|
||||
}
|
||||
|
||||
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
|
||||
{
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
|
||||
|
||||
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
|
||||
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
// 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
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
|
||||
{
|
||||
NSError *error = nil;
|
||||
NSError* error = nil;
|
||||
|
||||
NSString *shaderSource = @""
|
||||
NSString* shaderSource = @""
|
||||
"#include <metal_stdlib>\n"
|
||||
"using namespace metal;\n"
|
||||
"\n"
|
||||
@ -423,7 +522,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
return nil;
|
||||
}
|
||||
|
||||
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
@ -437,7 +536,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
|
||||
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
|
||||
|
||||
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
pipelineDescriptor.vertexFunction = vertexFunction;
|
||||
pipelineDescriptor.fragmentFunction = fragmentFunction;
|
||||
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
|
||||
@ -455,163 +554,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
|
||||
if (error != nil)
|
||||
{
|
||||
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
|
||||
}
|
||||
|
||||
return renderPipelineState;
|
||||
}
|
||||
|
||||
- (void)emptyRenderPipelineStateCache
|
||||
{
|
||||
[self.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
- (void)setupRenderState:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
||||
vertexBuffer:(MetalBuffer *)vertexBuffer
|
||||
vertexBufferOffset:(size_t)vertexBufferOffset
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
[commandEncoder setCullMode:MTLCullModeNone];
|
||||
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (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,
|
||||
.originY = 0.0,
|
||||
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
|
||||
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
|
||||
.znear = 0.0,
|
||||
.zfar = 1.0
|
||||
};
|
||||
[commandEncoder setViewport:viewport];
|
||||
|
||||
float L = drawData->DisplayPos.x;
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
|
||||
};
|
||||
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
|
||||
|
||||
[commandEncoder setRenderPipelineState:renderPipelineState];
|
||||
|
||||
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
}
|
||||
|
||||
- (void)renderDrawData:(ImDrawData *)drawData
|
||||
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
||||
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
|
||||
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
|
||||
return;
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
size_t vertexBufferOffset = 0;
|
||||
size_t indexBufferOffset = 0;
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
|
||||
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
|
||||
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
||||
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
||||
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
|
||||
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
MTLScissorRect scissorRect =
|
||||
{
|
||||
.x = NSUInteger(clip_min.x),
|
||||
.y = NSUInteger(clip_min.y),
|
||||
.width = NSUInteger(clip_max.x - clip_min.x),
|
||||
.height = NSUInteger(clip_max.y - clip_min.y)
|
||||
};
|
||||
[commandEncoder setScissorRect:scissorRect];
|
||||
|
||||
// Bind texture, Draw
|
||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
#if __has_feature(objc_arc)
|
||||
__weak id weakSelf = self;
|
||||
#else
|
||||
__unsafe_unretained id weakSelf = self;
|
||||
#endif
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
[weakSelf enqueueReusableBuffer:vertexBuffer];
|
||||
[weakSelf enqueueReusableBuffer:indexBuffer];
|
||||
});
|
||||
}];
|
||||
}
|
||||
|
||||
@end
|
||||
|
@ -620,6 +620,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
mousePoint = [view convertPoint:mousePoint fromView:nil];
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeScrollWheel)
|
||||
|
Loading…
Reference in New Issue
Block a user