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https://github.com/cemu-project/Cemu.git
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fix: ImGui issues
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b105a383aa
commit
c905399f1f
@ -16,8 +16,6 @@ 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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@ -37,27 +35,9 @@ 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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@ -3,8 +3,6 @@
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#include <QuartzCore/QuartzCore.hpp>
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#include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h"
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#include "QuartzCore/CAMetalDrawable.hpp"
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#include "QuartzCore/CAMetalLayer.hpp"
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#include "util/math/vector2.h"
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class MetalLayerHandle
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@ -19,20 +17,15 @@ 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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@ -20,6 +20,7 @@
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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 "HW/Latte/Renderer/Renderer.h"
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#include "Metal/MTLRenderPass.hpp"
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#include "imgui.h"
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#define IMGUI_IMPL_METAL_CPP
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@ -237,8 +238,8 @@ void MetalRenderer::SwapBuffers(bool swapTV, bool swapDRC)
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{
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if (swapTV)
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SwapBuffer(true);
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if (swapDRC)
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SwapBuffer(false);
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//if (swapDRC)
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// SwapBuffer(false);
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// Release all the command buffers
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CommitCommandBuffer();
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@ -262,9 +263,15 @@ void MetalRenderer::DrawBackbufferQuad(LatteTextureView* texView, RendererOutput
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// Create render pass
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auto& layer = GetLayer(!padView);
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layer.CreateRenderPassDescriptor(clearBackground);
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auto renderCommandEncoder = GetTemporaryRenderCommandEncoder(layer.GetRenderPassDescriptor());
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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(layer.GetDrawable()->texture());
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colorAttachment->setLoadAction(clearBackground ? MTL::LoadActionClear : MTL::LoadActionLoad);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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auto renderCommandEncoder = GetTemporaryRenderCommandEncoder(renderPassDescriptor);
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renderPassDescriptor->release();
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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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@ -303,25 +310,36 @@ void MetalRenderer::NotifyLatteCommandProcessorIdle()
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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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EnsureImGuiBackend();
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ImGui_ImplMetal_CreateFontsTexture(m_device);
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ImGui_ImplMetal_NewFrame(layer.GetRenderPassDescriptor());
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// Check if the font texture needs to be built
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ImGuiIO& io = ImGui::GetIO();
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if (!io.Fonts->IsBuilt())
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ImGui_ImplMetal_CreateFontsTexture(m_device);
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auto& layer = GetLayer(mainWindow);
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// Render pass descriptor
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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(layer.GetDrawable()->texture());
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colorAttachment->setLoadAction(MTL::LoadActionLoad);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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// New frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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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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GetTemporaryRenderCommandEncoder(renderPassDescriptor);
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renderPassDescriptor->release();
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return true;
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}
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@ -401,7 +419,7 @@ void MetalRenderer::AppendOverlayDebugInfo()
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ImGui::Text("--- Metal info (per frame) ---");
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ImGui::Text("Command buffers %zu", m_commandBuffers.size());
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ImGui::Text("Render passes %u", m_performanceMonitor.m_renderPasses);
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ImGui::Text("Render passes %u", m_performanceMonitor.m_renderPasses);
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}
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// TODO: halfZ
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@ -1289,6 +1307,9 @@ MTL::RenderCommandEncoder* MetalRenderer::GetTemporaryRenderCommandEncoder(MTL::
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m_commandEncoder = renderCommandEncoder;
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m_encoderType = MetalEncoderType::Render;
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// Debug
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m_performanceMonitor.m_renderPasses++;
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return renderCommandEncoder;
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}
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@ -1348,6 +1369,9 @@ MTL::RenderCommandEncoder* MetalRenderer::GetRenderCommandEncoder(bool forceRecr
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ResetEncoderState();
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// Debug
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m_performanceMonitor.m_renderPasses++;
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return renderCommandEncoder;
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}
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@ -311,12 +311,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
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bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
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{
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// HACK: check if the font atlas has been built already
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ImGuiIO& io = ImGui::GetIO();
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if (io.Fonts->IsBuilt())
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return true;
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
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// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
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