mirror of
https://github.com/cemu-project/Cemu.git
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add: ImGui support
This commit is contained in:
parent
d4a1074425
commit
7499c3fbe7
@ -16,6 +16,8 @@ MetalLayerHandle::~MetalLayerHandle()
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{
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if (m_layer)
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m_layer->release();
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if (m_renderPassDescriptor)
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m_renderPassDescriptor->release();
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}
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void MetalLayerHandle::Resize(const Vector2i& size)
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@ -35,9 +37,27 @@ bool MetalLayerHandle::AcquireDrawable()
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return false;
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}
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if (m_renderPassDescriptor)
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{
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m_renderPassDescriptor->release();
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m_renderPassDescriptor = nullptr;
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}
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return true;
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}
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void MetalLayerHandle::CreateRenderPassDescriptor(bool clear)
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{
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if (m_renderPassDescriptor)
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m_renderPassDescriptor->release();
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m_renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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auto colorAttachment = m_renderPassDescriptor->colorAttachments()->object(0);
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colorAttachment->setTexture(m_drawable->texture());
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colorAttachment->setLoadAction(clear ? MTL::LoadActionClear : MTL::LoadActionLoad);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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}
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void MetalLayerHandle::PresentDrawable(MTL::CommandBuffer* commandBuffer)
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{
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commandBuffer->presentDrawable(m_drawable);
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@ -19,15 +19,20 @@ public:
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bool AcquireDrawable();
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void CreateRenderPassDescriptor(bool clear);
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void PresentDrawable(MTL::CommandBuffer* commandBuffer);
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CA::MetalLayer* GetLayer() const { return m_layer; }
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CA::MetalDrawable* GetDrawable() const { return m_drawable; }
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MTL::RenderPassDescriptor* GetRenderPassDescriptor() const { return m_renderPassDescriptor; }
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private:
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CA::MetalLayer* m_layer = nullptr;
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float m_layerScaleX, m_layerScaleY;
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CA::MetalDrawable* m_drawable = nullptr;
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MTL::RenderPassDescriptor* m_renderPassDescriptor = nullptr;
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};
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@ -19,7 +19,12 @@
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#include "HW/Latte/Core/LatteConst.h"
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#include "HW/Latte/Renderer/Metal/MetalCommon.h"
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#include "HW/Latte/Renderer/Metal/MetalLayerHandle.h"
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#include "gui/guiWrapper.h"
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#include "HW/Latte/Renderer/Renderer.h"
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#include "imgui.h"
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#define IMGUI_IMPL_METAL_CPP
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#include "imgui/imgui_extension.h"
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#include "imgui/imgui_impl_metal.h"
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#define COMMIT_TRESHOLD 256
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@ -191,6 +196,8 @@ void MetalRenderer::Initialize()
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void MetalRenderer::Shutdown()
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{
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// TODO: should shutdown both layers
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ImGui_ImplMetal_Shutdown();
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Renderer::Shutdown();
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CommitCommandBuffer();
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}
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@ -205,7 +212,7 @@ bool MetalRenderer::IsPadWindowActive()
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bool MetalRenderer::GetVRAMInfo(int& usageInMB, int& totalInMB) const
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{
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usageInMB = m_device->currentAllocatedSize();
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usageInMB = m_device->currentAllocatedSize() / 1024 / 1024;
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totalInMB = usageInMB;
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return true;
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@ -213,7 +220,7 @@ bool MetalRenderer::GetVRAMInfo(int& usageInMB, int& totalInMB) const
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void MetalRenderer::ClearColorbuffer(bool padView)
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{
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if (!AcquireNextDrawable(!padView))
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if (!AcquireDrawable(!padView))
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return;
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ClearColorTextureInternal(GetLayer(!padView).GetDrawable()->texture(), 0, 0, 0.0f, 0.0f, 0.0f, 0.0f);
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@ -248,21 +255,16 @@ void MetalRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutput
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sint32 imageX, sint32 imageY, sint32 imageWidth, sint32 imageHeight,
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bool padView, bool clearBackground)
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{
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if (!AcquireNextDrawable(!padView))
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if (!AcquireDrawable(!padView))
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return;
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MTL::Texture* presentTexture = static_cast<LatteTextureViewMtl*>(texView)->GetRGBAView();
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// Create render pass
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MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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auto colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
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colorAttachment->setTexture(GetLayer(!padView).GetDrawable()->texture());
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// TODO: shouldn't it be LoadActionLoad when not clearing?
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colorAttachment->setLoadAction(clearBackground ? MTL::LoadActionClear : MTL::LoadActionDontCare);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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auto& layer = GetLayer(!padView);
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layer.CreateRenderPassDescriptor(clearBackground);
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auto renderCommandEncoder = GetTemporaryRenderCommandEncoder(renderPassDescriptor);
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renderPassDescriptor->release();
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auto renderCommandEncoder = GetTemporaryRenderCommandEncoder(layer.GetRenderPassDescriptor());
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// Draw to Metal layer
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renderCommandEncoder->setRenderPipelineState(m_state.m_usesSRGB ? m_presentPipelineSRGB : m_presentPipelineLinear);
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@ -279,14 +281,14 @@ void MetalRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutput
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bool MetalRenderer::BeginFrame(bool mainWindow)
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{
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return AcquireNextDrawable(mainWindow);
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return AcquireDrawable(mainWindow);
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}
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void MetalRenderer::Flush(bool waitIdle)
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{
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if (m_recordedDrawcalls > 0)
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CommitCommandBuffer();
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if (waitIdle)
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if (waitIdle && m_commandBuffers.size() != 0)
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{
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// TODO: shouldn't we wait for all command buffers?
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WaitForCommandBufferCompletion(GetCurrentCommandBuffer());
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@ -299,9 +301,101 @@ void MetalRenderer::NotifyLatteCommandProcessorIdle()
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// CommitCommandBuffer();
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}
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bool MetalRenderer::ImguiBegin(bool mainWindow)
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{
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EnsureImGuiBackend();
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if (!Renderer::ImguiBegin(mainWindow))
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return false;
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if (!AcquireDrawable(mainWindow))
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return false;
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auto& layer = GetLayer(mainWindow);
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if (!layer.GetRenderPassDescriptor())
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layer.CreateRenderPassDescriptor(true); // TODO: should we clear?
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ImGui_ImplMetal_CreateFontsTexture(m_device);
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ImGui_ImplMetal_NewFrame(layer.GetRenderPassDescriptor());
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ImGui_UpdateWindowInformation(mainWindow);
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ImGui::NewFrame();
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if (m_encoderType != MetalEncoderType::Render)
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GetTemporaryRenderCommandEncoder(layer.GetRenderPassDescriptor());
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return true;
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}
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void MetalRenderer::ImguiEnd()
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{
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EnsureImGuiBackend();
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if (m_encoderType != MetalEncoderType::Render)
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{
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debug_printf("no render command encoder, cannot draw ImGui\n");
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return;
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}
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), GetCurrentCommandBuffer(), (MTL::RenderCommandEncoder*)m_commandEncoder);
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//ImGui::EndFrame();
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EndEncoding();
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}
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ImTextureID MetalRenderer::GenerateTexture(const std::vector<uint8>& data, const Vector2i& size)
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{
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try
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{
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std::vector <uint8> tmp(size.x * size.y * 4);
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for (size_t i = 0; i < data.size() / 3; ++i)
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{
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tmp[(i * 4) + 0] = data[(i * 3) + 0];
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tmp[(i * 4) + 1] = data[(i * 3) + 1];
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tmp[(i * 4) + 2] = data[(i * 3) + 2];
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tmp[(i * 4) + 3] = 0xFF;
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}
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MTL::TextureDescriptor* desc = MTL::TextureDescriptor::alloc()->init();
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desc->setTextureType(MTL::TextureType2D);
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desc->setPixelFormat(MTL::PixelFormatRGBA8Unorm);
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desc->setWidth(size.x);
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desc->setHeight(size.y);
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desc->setStorageMode(MTL::StorageModeShared);
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desc->setUsage(MTL::TextureUsageShaderRead);
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MTL::Texture* texture = m_device->newTexture(desc);
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desc->release();
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// TODO: do a GPU copy?
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texture->replaceRegion(MTL::Region(0, 0, size.x, size.y), 0, 0, tmp.data(), size.x * 4, 0);
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return (ImTextureID)texture;
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}
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catch (const std::exception& ex)
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{
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cemuLog_log(LogType::Force, "can't generate imgui texture: {}", ex.what());
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return nullptr;
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}
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}
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void MetalRenderer::DeleteTexture(ImTextureID id)
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{
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EnsureImGuiBackend();
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((MTL::Texture*)id)->release();
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}
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void MetalRenderer::DeleteFontTextures()
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{
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EnsureImGuiBackend();
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ImGui_ImplMetal_DestroyFontsTexture();
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}
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void MetalRenderer::AppendOverlayDebugInfo()
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{
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debug_printf("MetalRenderer::AppendOverlayDebugInfo not implemented\n");
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// TODO: implement
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}
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// TODO: halfZ
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@ -1336,7 +1430,7 @@ void MetalRenderer::CommitCommandBuffer()
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}
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}
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bool MetalRenderer::AcquireNextDrawable(bool mainWindow)
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bool MetalRenderer::AcquireDrawable(bool mainWindow)
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{
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auto& layer = GetLayer(mainWindow);
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@ -1616,11 +1710,11 @@ void MetalRenderer::ClearColorTextureInternal(MTL::Texture* mtlTexture, sint32 s
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EndEncoding();
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}
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void MetalRenderer::SwapBuffer(bool mainWindow)
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{
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auto& layer = GetLayer(mainWindow);
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if (!layer.AcquireDrawable())
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return;
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if (layer.GetDrawable())
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{
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@ -1632,3 +1726,12 @@ void MetalRenderer::SwapBuffer(bool mainWindow)
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debug_printf("skipped present!\n");
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}
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}
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void MetalRenderer::EnsureImGuiBackend()
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{
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if (!ImGui::GetIO().BackendRendererUserData)
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{
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ImGui_ImplMetal_Init(m_device);
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//ImGui_ImplMetal_CreateFontsTexture(m_device);
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}
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}
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@ -228,29 +228,11 @@ public:
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void NotifyLatteCommandProcessorIdle() override; // called when command processor has no more commands available or when stalled
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// imgui
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bool ImguiBegin(bool mainWindow) override {
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cemuLog_log(LogType::MetalLogging, "Imgui is not yet supported on Metal");
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return false;
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};
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void ImguiEnd() override {
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cemuLog_log(LogType::MetalLogging, "Imgui is not yet supported on Metal");
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};
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ImTextureID GenerateTexture(const std::vector<uint8>& data, const Vector2i& size) override {
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cemuLog_log(LogType::MetalLogging, "Imgui is not yet supported on Metal");
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return nullptr;
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};
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void DeleteTexture(ImTextureID id) override {
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cemuLog_log(LogType::MetalLogging, "Imgui is not yet supported on Metal");
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};
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void DeleteFontTextures() override {
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cemuLog_log(LogType::MetalLogging, "Imgui is not yet supported on Metal");
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};
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bool ImguiBegin(bool mainWindow) override;
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void ImguiEnd() override;
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ImTextureID GenerateTexture(const std::vector<uint8>& data, const Vector2i& size) override;
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void DeleteTexture(ImTextureID id) override;
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void DeleteFontTextures() override;
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bool UseTFViaSSBO() const override { return true; }
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void AppendOverlayDebugInfo() override;
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@ -383,7 +365,7 @@ public:
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void EndEncoding();
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void CommitCommandBuffer();
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bool AcquireNextDrawable(bool mainWindow);
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bool AcquireDrawable(bool mainWindow);
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bool CheckIfRenderPassNeedsFlush(LatteDecompilerShader* shader);
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void BindStageResources(MTL::RenderCommandEncoder* renderCommandEncoder, LatteDecompilerShader* shader, bool usesGeometryShader);
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@ -479,4 +461,6 @@ private:
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}
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void SwapBuffer(bool mainWindow);
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void EnsureImGuiBackend();
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};
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@ -7,7 +7,14 @@ add_library(imguiImpl
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imgui_extension.h
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)
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# TODO: add Metal
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if (ENABLE_METAL)
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target_sources(imguiImpl PRIVATE
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imgui_impl_metal.mm
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imgui_impl_metal.h
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)
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target_compile_definitions(imguiImpl PRIVATE IMGUI_IMPL_METAL_CPP)
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endif ()
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set_property(TARGET imguiImpl PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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64
src/imgui/imgui_impl_metal.h
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64
src/imgui/imgui_impl_metal.h
Normal file
@ -0,0 +1,64 @@
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// dear imgui: Renderer Backend for Metal
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// This needs to be used along with a Platform Backend (e.g. OSX)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h" // IMGUI_IMPL_API
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//-----------------------------------------------------------------------------
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// ObjC API
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//-----------------------------------------------------------------------------
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#ifdef __OBJC__
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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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* drawData,
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id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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#endif
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//-----------------------------------------------------------------------------
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// C++ API
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//-----------------------------------------------------------------------------
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// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
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// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
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#ifdef IMGUI_IMPL_METAL_CPP
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#include <Metal/Metal.hpp>
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#ifndef __OBJC__
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IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
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IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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MTL::CommandBuffer* commandBuffer,
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MTL::RenderCommandEncoder* commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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#endif
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#endif
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579
src/imgui/imgui_impl_metal.mm
Normal file
579
src/imgui/imgui_impl_metal.mm
Normal file
@ -0,0 +1,579 @@
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// dear imgui: Renderer Backend for Metal
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// This needs to be used along with a Platform Backend (e.g. OSX)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
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// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
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// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
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// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
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// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
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// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
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// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 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 <time.h>
|
||||
#import <Metal/Metal.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) double 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<MTLDevice> device;
|
||||
@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) double lastBufferCachePurge;
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
|
||||
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
|
||||
@end
|
||||
|
||||
struct ImGui_ImplMetal_Data
|
||||
{
|
||||
MetalContext* SharedMetalContext;
|
||||
|
||||
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal C++ Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
MTL::CommandBuffer* commandBuffer,
|
||||
MTL::RenderCommandEncoder* commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data,
|
||||
(__bridge id<MTLCommandBuffer>)(commandBuffer),
|
||||
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
|
||||
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
|
||||
{
|
||||
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
|
||||
}
|
||||
|
||||
#endif // #ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
#pragma mark - Dear ImGui Metal Backend API
|
||||
|
||||
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
bd->SharedMetalContext = [[MetalContext alloc] init];
|
||||
bd->SharedMetalContext.device = device;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_Shutdown()
|
||||
{
|
||||
ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
ImGui_ImplMetal_DestroyBackendData();
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
|
||||
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
|
||||
|
||||
if (bd->SharedMetalContext.depthStencilState == nil)
|
||||
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
|
||||
}
|
||||
|
||||
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
|
||||
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
|
||||
{
|
||||
IM_UNUSED(commandBuffer);
|
||||
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];
|
||||
}
|
||||
|
||||
// Metal Render function.
|
||||
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MetalContext* ctx = bd->SharedMetalContext;
|
||||
|
||||
// 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;
|
||||
|
||||
// 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 = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
|
||||
if (renderPipelineState == nil)
|
||||
{
|
||||
// No luck; make a new render pipeline state
|
||||
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
|
||||
|
||||
// Cache render pipeline state for later reuse
|
||||
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
|
||||
}
|
||||
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 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)
|
||||
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 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);
|
||||
}
|
||||
|
||||
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
if (bd != nullptr)
|
||||
{
|
||||
@synchronized(bd->SharedMetalContext.bufferCache)
|
||||
{
|
||||
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
|
||||
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
|
||||
}
|
||||
}
|
||||
});
|
||||
}];
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
|
||||
{
|
||||
// HACK: check if the font atlas has been built already
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.Fonts->IsBuilt())
|
||||
return true;
|
||||
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
|
||||
// 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.
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:(NSUInteger)width
|
||||
height:(NSUInteger)height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
|
||||
textureDescriptor.storageMode = MTLStorageModeManaged;
|
||||
#else
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
bd->SharedMetalContext.fontTexture = texture;
|
||||
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
|
||||
|
||||
return (bd->SharedMetalContext.fontTexture != nil);
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyFontsTexture()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
bd->SharedMetalContext.fontTexture = nil;
|
||||
io.Fonts->SetTexID(nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
|
||||
depthStencilDescriptor.depthWriteEnabled = NO;
|
||||
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
|
||||
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
|
||||
ImGui_ImplMetal_CreateFontsTexture(device);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
ImGui_ImplMetal_DestroyFontsTexture();
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
#pragma mark - MetalBuffer implementation
|
||||
|
||||
@implementation MetalBuffer
|
||||
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
|
||||
{
|
||||
if ((self = [super init]))
|
||||
{
|
||||
_buffer = buffer;
|
||||
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
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]))
|
||||
{
|
||||
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
|
||||
self.bufferCache = [NSMutableArray array];
|
||||
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
|
||||
{
|
||||
uint64_t now = GetMachAbsoluteTimeInSeconds();
|
||||
|
||||
@synchronized(self.bufferCache)
|
||||
{
|
||||
// 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];
|
||||
}
|
||||
|
||||
// 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
|
||||
{
|
||||
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.rasterSampleCount = self.framebufferDescriptor.sampleCount;
|
||||
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
|
||||
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
|
||||
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
|
||||
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
|
||||
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
|
||||
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;
|
||||
}
|
||||
|
||||
@end
|
Loading…
Reference in New Issue
Block a user