16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 15:09:19 +02:00

maintenance: imgui update to v 1.73

This commit is contained in:
tmj-fstate
2019-11-14 15:51:04 +01:00
parent babb43849e
commit 75503c50d1
92 changed files with 17114 additions and 9822 deletions

View File

@@ -1,8 +1,9 @@
// ImGui Renderer for: Metal
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -10,13 +11,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h"
#include "imgui_impl_metal.h"
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
#import <simd/simd.h>
#pragma mark - Support classes
@@ -54,6 +59,12 @@
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
- (void)emptyRenderPipelineStateCache;
- (void)setupRenderState:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset;
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
@@ -65,11 +76,15 @@ static MetalContext *g_sharedMetalContext = nil;
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init];
});
ImGui_ImplMetal_CreateDeviceObjects(device);
return true;
@@ -82,7 +97,7 @@ void ImGui_ImplMetal_Shutdown()
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
{
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init?");
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
}
@@ -96,7 +111,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{
[g_sharedMetalContext makeFontTextureWithDevice:device];
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
@@ -128,9 +143,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = [NSDate date].timeIntervalSince1970;
@@ -142,9 +157,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
{
if ((self = [super init]))
if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
@@ -154,7 +169,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (nonnull id)copyWithZone:(nullable NSZone *)zone
- (nonnull id)copyWithZone:(nullable NSZone *)zone
{
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
@@ -164,7 +179,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return copy;
}
- (NSUInteger)hash
- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
@@ -174,7 +189,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return hash;
}
- (BOOL)isEqual:(id)object
- (BOOL)isEqual:(id)object
{
FramebufferDescriptor *other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
@@ -191,7 +206,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
@implementation MetalContext
- (instancetype)init {
if ((self = [super init]))
if ((self = [super init]))
{
_renderPipelineStateCache = [NSMutableDictionary dictionary];
_bufferCache = [NSMutableArray array];
@@ -200,7 +215,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
@@ -212,7 +227,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{
ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels;
@@ -233,17 +248,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.fontTexture = texture;
}
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray *survivors = [NSMutableArray array];
for (MetalBuffer *candidate in self.bufferCache)
for (MetalBuffer *candidate in self.bufferCache)
{
if (candidate.lastReuseTime > self.lastBufferCachePurge)
if (candidate.lastReuseTime > self.lastBufferCachePurge)
{
[survivors addObject:candidate];
}
@@ -251,51 +266,51 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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)
for (MetalBuffer *candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
if (bestCandidate != nil)
if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
{
[self.bufferCache addObject:buffer];
}
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// Thie hit rate for this cache should be very near 100%.
// The hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
if (renderPipelineState == nil)
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
}
return renderPipelineState;
}
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
{
NSError *error = nil;
NSString *shaderSource = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
@@ -331,23 +346,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
" 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)
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)
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
@@ -361,7 +376,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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;
@@ -377,49 +392,45 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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)
if (error != nil)
{
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
}
return renderPipelineState;
}
- (void)emptyRenderPipelineStateCache
- (void)emptyRenderPipelineStateCache
{
[self.renderPipelineStateCache removeAllObjects];
}
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
- (void)setupRenderState:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO &io = ImGui::GetIO();
int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
drawData->ScaleClipRects(io.DisplayFramebufferScale);
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to
// 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 =
{
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = double(fb_width),
.height = double(fb_height),
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
@@ -433,79 +444,101 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{ 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];
size_t vertexBufferLength = 0;
size_t indexBufferLength = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
ImVec2 pos = drawData->DisplayPos;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
ImDrawIdx idx_buffer_offset = 0;
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
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)
pcmd->UserCallback(cmd_list, pcmd);
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_rect.x),
.y = NSUInteger(clip_rect.y),
.width = NSUInteger(clip_rect.z - clip_rect.x),
.height = NSUInteger(clip_rect.w - clip_rect.y) };
.height = NSUInteger(clip_rect.w - clip_rect.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + idx_buffer_offset];
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
}
}
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
__weak id weakSelf = self;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer];