|  | // 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 |