mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-23 16:16:36 +00:00
7feccf9ab2
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_glfw.cpp # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # imgui.cpp
553 lines
24 KiB
Plaintext
553 lines
24 KiB
Plaintext
// dear imgui: Renderer for Metal
|
|
// This needs to be used along with a Platform Binding (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-bits indices.
|
|
// Missing features:
|
|
// [ ] Renderer: Multi-viewport / platform windows.
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
// 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 <Metal/Metal.h>
|
|
// #import <QuartzCore/CAMetalLayer.h> // 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 <simd/simd.h>
|
|
|
|
#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<MTLBuffer> buffer;
|
|
@property (nonatomic, assign) NSTimeInterval lastReuseTime;
|
|
- (instancetype)initWithBuffer:(id<MTLBuffer>)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<NSCopying>
|
|
@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<MTLDepthStencilState> 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<MTLTexture> fontTexture;
|
|
@property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
|
|
@property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
|
|
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
|
|
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
|
|
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
|
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
|
|
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
|
|
- (void)emptyRenderPipelineStateCache;
|
|
- (void)setupRenderState:(ImDrawData *)drawData
|
|
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
|
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
|
|
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
|
|
vertexBuffer:(MetalBuffer *)vertexBuffer
|
|
vertexBufferOffset:(size_t)vertexBufferOffset;
|
|
- (void)renderDrawData:(ImDrawData *)drawData
|
|
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
|
|
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
|
|
@end
|
|
|
|
static MetalContext *g_sharedMetalContext = nil;
|
|
|
|
#pragma mark - ImGui API implementation
|
|
|
|
bool ImGui_ImplMetal_Init(id<MTLDevice> 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<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
|
{
|
|
[g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
|
|
}
|
|
|
|
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> 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<MTLDevice> 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<MTLBuffer>)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<MTLDevice>)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<MTLDevice>)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 <MTLTexture> 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<MTLDevice>)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<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
|
|
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;
|
|
}
|
|
|
|
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
|
|
{
|
|
NSError *error = nil;
|
|
|
|
NSString *shaderSource = @""
|
|
"#include <metal_stdlib>\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<half, access::sample> 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<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
|
|
if (library == nil)
|
|
{
|
|
NSLog(@"Error: failed to create Metal library: %@", error);
|
|
return nil;
|
|
}
|
|
|
|
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
|
|
id<MTLFunction> 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<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
|
|
{
|
|
[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<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 = 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<MTLTexture>)(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<MTLCommandBuffer>)
|
|
{
|
|
dispatch_async(dispatch_get_main_queue(), ^{
|
|
[weakSelf enqueueReusableBuffer:vertexBuffer];
|
|
[weakSelf enqueueReusableBuffer:indexBuffer];
|
|
});
|
|
}];
|
|
}
|
|
|
|
@end
|