// dear imgui: Renderer Backend for Metal // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-07-05: Metal: Added new Metal backend implementation. #include "imgui.h" #include "imgui_impl_metal.h" #import // #import // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...) #import #pragma mark - Support classes // A wrapper around a MTLBuffer object that knows the last time it was reused @interface MetalBuffer : NSObject @property (nonatomic, strong) id buffer; @property (nonatomic, assign) NSTimeInterval lastReuseTime; - (instancetype)initWithBuffer:(id)buffer; @end // An object that encapsulates the data necessary to uniquely identify a // render pipeline state. These are used as cache keys. @interface FramebufferDescriptor : NSObject @property (nonatomic, assign) unsigned long sampleCount; @property (nonatomic, assign) MTLPixelFormat colorPixelFormat; @property (nonatomic, assign) MTLPixelFormat depthPixelFormat; @property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor; @end // A singleton that stores long-lived objects that are needed by the Metal // renderer backend. Stores the render pipeline state cache and the default // font texture, and manages the reusable buffer cache. @interface MetalContext : NSObject @property (nonatomic, strong) id depthStencilState; @property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors @property (nonatomic, strong, nullable) id fontTexture; @property (nonatomic, strong) NSMutableArray *bufferCache; @property (nonatomic, assign) NSTimeInterval lastBufferCachePurge; - (void)makeDeviceObjectsWithDevice:(id)device; - (void)makeFontTextureWithDevice:(id)device; - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; - (void)enqueueReusableBuffer:(MetalBuffer *)buffer; - (id)renderPipelineStateForFrameAndDevice:(id)device; - (void)emptyRenderPipelineStateCache; - (void)setupRenderState:(ImDrawData *)drawData commandBuffer:(id)commandBuffer commandEncoder:(id)commandEncoder renderPipelineState:(id)renderPipelineState vertexBuffer:(MetalBuffer *)vertexBuffer vertexBufferOffset:(size_t)vertexBufferOffset; - (void)renderDrawData:(ImDrawData *)drawData commandBuffer:(id)commandBuffer commandEncoder:(id)commandEncoder; @end static MetalContext *g_sharedMetalContext = nil; #pragma mark - ImGui API implementation bool ImGui_ImplMetal_Init(id device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_metal"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ g_sharedMetalContext = [[MetalContext alloc] init]; }); ImGui_ImplMetal_CreateDeviceObjects(device); return true; } void ImGui_ImplMetal_Shutdown() { ImGui_ImplMetal_DestroyDeviceObjects(); } void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) { IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; } // Metal Render function. void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) { [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder]; } bool ImGui_ImplMetal_CreateFontsTexture(id device) { [g_sharedMetalContext makeFontTextureWithDevice:device]; ImGuiIO& io = ImGui::GetIO(); io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void* return (g_sharedMetalContext.fontTexture != nil); } void ImGui_ImplMetal_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); g_sharedMetalContext.fontTexture = nil; io.Fonts->TexID = nullptr; } bool ImGui_ImplMetal_CreateDeviceObjects(id device) { [g_sharedMetalContext makeDeviceObjectsWithDevice:device]; ImGui_ImplMetal_CreateFontsTexture(device); return true; } void ImGui_ImplMetal_DestroyDeviceObjects() { ImGui_ImplMetal_DestroyFontsTexture(); [g_sharedMetalContext emptyRenderPipelineStateCache]; } #pragma mark - MetalBuffer implementation @implementation MetalBuffer - (instancetype)initWithBuffer:(id)buffer { if ((self = [super init])) { _buffer = buffer; _lastReuseTime = [NSDate date].timeIntervalSince1970; } return self; } @end #pragma mark - FramebufferDescriptor implementation @implementation FramebufferDescriptor - (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; _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; } return self; } - (nonnull id)copyWithZone:(nullable NSZone *)zone { FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init]; copy.sampleCount = self.sampleCount; copy.colorPixelFormat = self.colorPixelFormat; copy.depthPixelFormat = self.depthPixelFormat; copy.stencilPixelFormat = self.stencilPixelFormat; return copy; } - (NSUInteger)hash { NSUInteger sc = _sampleCount & 0x3; NSUInteger cf = _colorPixelFormat & 0x3FF; NSUInteger df = _depthPixelFormat & 0x3FF; NSUInteger sf = _stencilPixelFormat & 0x3FF; NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; return hash; } - (BOOL)isEqual:(id)object { FramebufferDescriptor *other = object; if (![other isKindOfClass:[FramebufferDescriptor class]]) return NO; return other.sampleCount == self.sampleCount && other.colorPixelFormat == self.colorPixelFormat && other.depthPixelFormat == self.depthPixelFormat && other.stencilPixelFormat == self.stencilPixelFormat; } @end #pragma mark - MetalContext implementation @implementation MetalContext - (instancetype)init { if ((self = [super init])) { _renderPipelineStateCache = [NSMutableDictionary dictionary]; _bufferCache = [NSMutableArray array]; _lastBufferCachePurge = [NSDate date].timeIntervalSince1970; } return self; } - (void)makeDeviceObjectsWithDevice:(id)device { MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; } // 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)device { ImGuiIO &io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm width:width height:height mipmapped:NO]; textureDescriptor.usage = MTLTextureUsageShaderRead; #if TARGET_OS_OSX textureDescriptor.storageMode = MTLStorageModeManaged; #else textureDescriptor.storageMode = MTLStorageModeShared; #endif id texture = [device newTextureWithDescriptor:textureDescriptor]; [texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4]; self.fontTexture = texture; } - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device { NSTimeInterval now = [NSDate date].timeIntervalSince1970; // Purge old buffers that haven't been useful for a while if (now - self.lastBufferCachePurge > 1.0) { NSMutableArray *survivors = [NSMutableArray array]; for (MetalBuffer *candidate in self.bufferCache) { if (candidate.lastReuseTime > self.lastBufferCachePurge) { [survivors addObject:candidate]; } } self.bufferCache = [survivors mutableCopy]; self.lastBufferCachePurge = now; } // See if we have a buffer we can reuse MetalBuffer *bestCandidate = nil; for (MetalBuffer *candidate in self.bufferCache) if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) bestCandidate = candidate; if (bestCandidate != nil) { [self.bufferCache removeObject:bestCandidate]; bestCandidate.lastReuseTime = now; return bestCandidate; } // No luck; make a new buffer id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; return [[MetalBuffer alloc] initWithBuffer:backing]; } - (void)enqueueReusableBuffer:(MetalBuffer *)buffer { [self.bufferCache addObject:buffer]; } - (_Nullable id)renderPipelineStateForFrameAndDevice:(id)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 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; } - (id)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id)device { NSError *error = nil; NSString *shaderSource = @"" "#include \n" "using namespace metal;\n" "\n" "struct Uniforms {\n" " float4x4 projectionMatrix;\n" "};\n" "\n" "struct VertexIn {\n" " float2 position [[attribute(0)]];\n" " float2 texCoords [[attribute(1)]];\n" " uchar4 color [[attribute(2)]];\n" "};\n" "\n" "struct VertexOut {\n" " float4 position [[position]];\n" " float2 texCoords;\n" " float4 color;\n" "};\n" "\n" "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" " constant Uniforms &uniforms [[buffer(1)]]) {\n" " VertexOut out;\n" " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" " out.texCoords = in.texCoords;\n" " out.color = float4(in.color) / float4(255.0);\n" " return out;\n" "}\n" "\n" "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" " texture2d texture [[texture(0)]]) {\n" " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" " return half4(in.color) * texColor;\n" "}\n"; id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; if (library == nil) { NSLog(@"Error: failed to create Metal library: %@", error); return nil; } id vertexFunction = [library newFunctionWithName:@"vertex_main"]; id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; if (vertexFunction == nil || fragmentFunction == nil) { NSLog(@"Error: failed to find Metal shader functions in library: %@", error); return nil; } MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position vertexDescriptor.attributes[0].bufferIndex = 0; vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords vertexDescriptor.attributes[1].bufferIndex = 0; vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color vertexDescriptor.attributes[2].bufferIndex = 0; vertexDescriptor.layouts[0].stepRate = 1; vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; pipelineDescriptor.vertexFunction = vertexFunction; pipelineDescriptor.fragmentFunction = fragmentFunction; pipelineDescriptor.vertexDescriptor = vertexDescriptor; pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount; pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha; pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; id 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)commandBuffer commandEncoder:(id)commandEncoder renderPipelineState:(id)renderPipelineState vertexBuffer:(MetalBuffer *)vertexBuffer vertexBufferOffset:(size_t)vertexBufferOffset { [commandEncoder setCullMode:MTLCullModeNone]; [commandEncoder setDepthStencilState:g_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 = viewport.znear; float F = 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)commandBuffer commandEncoder:(id)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 renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert); size_t indexBufferLength = 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, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, 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 ImVec4 clip_rect; clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x), .y = NSUInteger(clip_rect.y), .width = NSUInteger(clip_rect.z - clip_rect.x), .height = NSUInteger(clip_rect.w - clip_rect.y) }; [commandEncoder setScissorRect:scissorRect]; // Bind texture, Draw if (pcmd->TextureId != NULL) [commandEncoder setFragmentTexture:(__bridge id)(pcmd->TextureId) 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 += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); } __weak id weakSelf = self; [commandBuffer addCompletedHandler:^(id) { dispatch_async(dispatch_get_main_queue(), ^{ [weakSelf enqueueReusableBuffer:vertexBuffer]; [weakSelf enqueueReusableBuffer:indexBuffer]; }); }]; } @end