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authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/backends/imgui_impl_metal.mm
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
fsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.zip
Move into version control
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+// dear imgui: Renderer Backend for Metal
+// This needs to be used along with a Platform Backend (e.g. OSX)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
+// 2022-07-05: Metal: Add dispatch synchronization.
+// 2022-06-30: Metal: Use __bridge for ARC based systems.
+// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
+// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
+// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
+// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
+// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
+// 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"
+#ifndef IMGUI_DISABLE
+#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_Data* bd = ImGui_ImplMetal_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGui_ImplMetal_DestroyDeviceObjects();
+ ImGui_ImplMetal_DestroyBackendData();
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+}
+
+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)
+{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // 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(0);
+}
+
+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 = offsetof(ImDrawVert, pos);
+ vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
+ vertexDescriptor.attributes[0].bufferIndex = 0;
+ vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
+ vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
+ vertexDescriptor.attributes[1].bufferIndex = 0;
+ vertexDescriptor.attributes[2].offset = 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
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE