| // dear imgui: Renderer Backend for Metal 4 | |
| // This needs to be used along with a Platform Backend (e.g. OSX) | |
| // Metal 4 requires Apple Silicon and macOS 26+. | |
| // Implemented features: | |
| // [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! | |
| // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). | |
| // Missing features or Issues: | |
| // [ ] Texture view pool support? Reevaluate which type to use for ImtextureID. | |
| // 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) | |
| // 2026-10-06: Added support for render passes with multiple color attachments: we render to the first one and leave the others untouched. (#9574) | |
| // 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628) | |
| // 2026-07-07: Metal 4: Added metal-cpp support. (#9461) | |
| // 2026-07-02: Metal 4: Added new Metal 4 backend implementation. (#9458) | |
| #include "imgui.h" | |
| #ifndef IMGUI_DISABLE | |
| #include "imgui_impl_metal4.h" | |
| #import <time.h> | |
| #import <Metal/Metal.h> | |
| #ifdef IMGUI_IMPL_METAL_CPP | |
| #include <Metal/Metal.hpp> | |
| #endif | |
| #pragma mark - Support classes and structs | |
| struct ImGui_Metal4_ConstantData | |
| { | |
| float ModelViewProjectionMatrix[4][4]; | |
| }; | |
| @interface MetalBuffer : NSObject | |
| @property (nonatomic, strong) id<MTLBuffer> buffer; | |
| @property (nonatomic, assign) double lastReuseTime; | |
| - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer; | |
| @end | |
| #define IMGUI_IMPL_METAL_MAX_COLOR_ATTACHMENTS 8 // Metal's limit (see Metal Feature Set Tables). Not configurable. | |
| // 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 depthPixelFormat; | |
| @property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; | |
| - (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor; | |
| - (MTLPixelFormat)colorPixelFormatAtIndex:(NSUInteger)index; | |
| @end | |
| @interface MetalTexture : NSObject | |
| @property (nonatomic, strong) id<MTLTexture> metalTexture; | |
| - (instancetype)initWithTexture:(id<MTLTexture>)metalTexture; | |
| @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<MTL4CommandQueue> commandQueue; | |
| @property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState; | |
| @property (nonatomic, strong) id<MTL4ArgumentTable> argumentTable; | |
| @property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear; | |
| @property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest; | |
| @property (nonatomic, strong) id<MTLResidencySet> residencySet; | |
| @property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; | |
| @property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; | |
| @property (nonatomic, assign) NSUInteger framesInFlight; | |
| @property (nonatomic, assign) NSUInteger currentFrameSlot; | |
| @property (nonatomic, strong) NSArray<id<MTLBuffer>>* constantBuffers; | |
| @property (nonatomic, assign) ImGui_Metal4_ConstantData** constantBufferContentsArray; | |
| @property (nonatomic, strong) NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches; | |
| @property (nonatomic, strong) NSObject* bufferCacheLock; | |
| @property (nonatomic, assign) double lastBufferCachePurge; | |
| - (id<MTLBuffer>)currentConstantBuffer; | |
| - (ImGui_Metal4_ConstantData*)currentConstantBufferContents; | |
| - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device; | |
| - (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device; | |
| @end | |
| struct ImGui_ImplMetal4_Data | |
| { | |
| MetalContext* SharedMetalContext; | |
| id<MTL4RenderCommandEncoder> RenderCommandEncoder; | |
| ImGui_ImplMetal4_Data() { memset((void*)this, 0, sizeof(*this)); } | |
| }; | |
| static ImGui_ImplMetal4_Data* ImGui_ImplMetal4_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal4_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } | |
| static void ImGui_ImplMetal4_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal4_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_ImplMetal4_Init(MTL::Device* device, MTL4::CommandQueue* commandQueue, int framesInFlight) | |
| { | |
| return ImGui_ImplMetal4_Init((__bridge id<MTLDevice>)(device),(__bridge id<MTL4CommandQueue>)(commandQueue), framesInFlight); | |
| } | |
| void ImGui_ImplMetal4_NewFrame(MTL4::RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex) | |
| { | |
| ImGui_ImplMetal4_NewFrame((__bridge MTL4RenderPassDescriptor*)(renderPassDescriptor), frameInFlightIndex); | |
| } | |
| void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data, | |
| MTL4::CommandBuffer* commandBuffer, | |
| MTL4::RenderCommandEncoder* commandEncoder) | |
| { | |
| ImGui_ImplMetal4_RenderDrawData(draw_data, | |
| (__bridge id<MTL4CommandBuffer>)(commandBuffer), | |
| (__bridge id<MTL4RenderCommandEncoder>)(commandEncoder)); | |
| } | |
| bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) | |
| { | |
| return ImGui_ImplMetal4_CreateDeviceObjects((__bridge id<MTLDevice>)(device)); | |
| } | |
| #endif // #ifdef IMGUI_IMPL_METAL_CPP | |
| #pragma mark - Dear ImGui Metal Backend API | |
| void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex) | |
| { | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); | |
| IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal4_Init()?"); | |
| IM_ASSERT(frameInFlightIndex < bd->SharedMetalContext.framesInFlight && "frameInFlightIndex out of range! See framesInFlight passed to ImGui_ImplMetal4_Init()."); | |
| #ifdef IMGUI_IMPL_METAL_CPP | |
| bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease]; | |
| #else | |
| bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; | |
| #endif | |
| bd->SharedMetalContext.currentFrameSlot = (NSUInteger)frameInFlightIndex; | |
| if (bd->SharedMetalContext.depthStencilState == nil) | |
| ImGui_ImplMetal4_CreateDeviceObjects(bd->SharedMetalContext.device); | |
| } | |
| static void ImGui_ImplMetal4_SetupRenderState(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer, | |
| id<MTL4RenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState, | |
| MetalBuffer* vertexBuffer, size_t vertexBufferOffset) | |
| { | |
| IM_UNUSED(commandBuffer); | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_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)(int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f), | |
| .height = (double)(int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f), | |
| .znear = 0.0, | |
| .zfar = 1.0 | |
| }; | |
| [commandEncoder setViewport:viewport]; | |
| float L = draw_data->DisplayPos.x; | |
| float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | |
| float T = draw_data->DisplayPos.y; | |
| float B = draw_data->DisplayPos.y + draw_data->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 }, | |
| }; | |
| ImGui_Metal4_ConstantData* constantBufferContents = [bd->SharedMetalContext currentConstantBufferContents]; | |
| memcpy(constantBufferContents->ModelViewProjectionMatrix, ortho_projection, sizeof(ortho_projection)); | |
| id<MTL4ArgumentTable> argumentTable = bd->SharedMetalContext.argumentTable; | |
| [argumentTable setAddress:[bd->SharedMetalContext currentConstantBuffer].gpuAddress atIndex:1]; | |
| [argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset) attributeStride:sizeof(ImDrawVert) atIndex:0]; | |
| [argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0]; | |
| [commandEncoder setArgumentTable:argumentTable atStages:MTLRenderStageVertex | MTLRenderStageFragment]; | |
| [commandEncoder setRenderPipelineState:renderPipelineState]; | |
| } | |
| static void ImGui_ImplMetal4_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. | |
| static void ImGui_ImplMetal4_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0]; } | |
| static void ImGui_ImplMetal4_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateNearest.gpuResourceID atIndex:0]; } | |
| void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer, id<MTL4RenderCommandEncoder> commandEncoder) | |
| { | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); | |
| MetalContext* ctx = bd->SharedMetalContext; | |
| // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | |
| int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f); | |
| int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f); | |
| if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0) | |
| return; | |
| // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. | |
| // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). | |
| if (draw_data->Textures != nullptr) | |
| for (ImTextureData* tex : *draw_data->Textures) | |
| if (tex->Status != ImTextureStatus_OK) | |
| ImGui_ImplMetal4_UpdateTexture(tex); | |
| // 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)draw_data->TotalVtxCount * sizeof(ImDrawVert); | |
| size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); | |
| MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; | |
| MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; | |
| bd->RenderCommandEncoder = commandEncoder; | |
| ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); | |
| // Will project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports | |
| ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) | |
| // Render command lists | |
| size_t vertexBufferOffset = 0; | |
| size_t indexBufferOffset = 0; | |
| for (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |
| memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |
| for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) | |
| { | |
| const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; | |
| if (pcmd->UserCallback) | |
| { | |
| // User callback, registered via ImDrawList::AddCallback() | |
| if (pcmd->UserCallback == ImGui_ImplMetal4_DrawCallback_ResetRenderState) | |
| ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); | |
| else | |
| pcmd->UserCallback(draw_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 > (float)fb_width) { clip_max.x = (float)fb_width; } | |
| if (clip_max.y > (float)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 | |
| ImTextureID tex_id = pcmd->GetTexID(); | |
| if (tex_id != ImTextureID_Invalid) | |
| { | |
| id<MTLTexture> texture = (__bridge id<MTLTexture>)(void*)(intptr_t)tex_id; | |
| [bd->SharedMetalContext.residencySet addAllocation:texture]; | |
| [bd->SharedMetalContext.argumentTable setTexture:texture.gpuResourceID atIndex:0]; | |
| } | |
| [bd->SharedMetalContext.argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset + (pcmd->VtxOffset * sizeof(ImDrawVert))) attributeStride:sizeof(ImDrawVert) atIndex:0]; | |
| size_t indexBufferCmdOffset = indexBufferOffset + (pcmd->IdxOffset * sizeof(ImDrawIdx)); | |
| [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle | |
| indexCount:pcmd->ElemCount | |
| indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 | |
| indexBuffer:indexBuffer.buffer.gpuAddress + indexBufferCmdOffset | |
| indexBufferLength:indexBuffer.buffer.length - indexBufferCmdOffset]; | |
| } | |
| } | |
| vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert); | |
| indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); | |
| } | |
| MetalContext* sharedMetalContext = bd->SharedMetalContext; | |
| @synchronized(sharedMetalContext.bufferCacheLock) | |
| { | |
| NSMutableArray<MetalBuffer*>* slotCache = sharedMetalContext.bufferCaches[sharedMetalContext.currentFrameSlot]; | |
| [slotCache addObject:vertexBuffer]; | |
| [slotCache addObject:indexBuffer]; | |
| } | |
| // Commit residency set | |
| [bd->SharedMetalContext.residencySet commit]; | |
| bd->RenderCommandEncoder = nil; | |
| } | |
| static void ImGui_ImplMetal4_DestroyTexture(ImTextureData* tex) | |
| { | |
| if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData)) | |
| { | |
| IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID); | |
| backend_tex.metalTexture = nil; | |
| // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) | |
| tex->SetTexID(ImTextureID_Invalid); | |
| tex->BackendUserData = nullptr; | |
| } | |
| tex->SetStatus(ImTextureStatus_Destroyed); | |
| } | |
| void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex) | |
| { | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); | |
| if (tex->Status == ImTextureStatus_WantCreate) | |
| { | |
| // Create and upload new texture to graphics system | |
| //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); | |
| IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| // 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. | |
| MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm | |
| width:(NSUInteger)tex->Width | |
| height:(NSUInteger)tex->Height | |
| mipmapped:NO]; | |
| textureDescriptor.usage = MTLTextureUsageShaderRead; | |
| textureDescriptor.storageMode = MTLStorageModeShared; | |
| id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor]; | |
| [bd->SharedMetalContext.residencySet addAllocation:texture]; | |
| [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4]; | |
| MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture]; | |
| // Store identifiers | |
| tex->SetTexID((ImTextureID)(intptr_t)texture); | |
| tex->SetStatus(ImTextureStatus_OK); | |
| tex->BackendUserData = (__bridge_retained void*)(backend_tex); | |
| } | |
| else if (tex->Status == ImTextureStatus_WantUpdates) | |
| { | |
| // Update selected blocks. We only ever write to textures regions which have never been used before! | |
| // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. | |
| MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData); | |
| for (ImTextureRect& r : tex->Updates) | |
| { | |
| [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h) | |
| mipmapLevel:0 | |
| withBytes:tex->GetPixelsAt(r.x, r.y) | |
| bytesPerRow:(NSUInteger)tex->Width * 4]; | |
| } | |
| tex->SetStatus(ImTextureStatus_OK); | |
| } | |
| else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) | |
| { | |
| ImGui_ImplMetal4_DestroyTexture(tex); | |
| } | |
| } | |
| bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device) | |
| { | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); | |
| MTLResidencySetDescriptor* residencySetDescriptor = [[MTLResidencySetDescriptor alloc] init]; | |
| residencySetDescriptor.initialCapacity = 1000; | |
| NSError* error = nil; | |
| bd->SharedMetalContext.residencySet = [device newResidencySetWithDescriptor:residencySetDescriptor error:&error]; | |
| IM_ASSERT(bd->SharedMetalContext.residencySet != nil && error == nil); | |
| [bd->SharedMetalContext.commandQueue addResidencySet:bd->SharedMetalContext.residencySet]; | |
| MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; | |
| depthStencilDescriptor.depthWriteEnabled = NO; | |
| depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; | |
| bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; | |
| MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init]; | |
| samplerDescriptor.supportArgumentBuffers = YES; | |
| samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear; | |
| samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear; | |
| samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear; | |
| bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor]; | |
| samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest; | |
| samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest; | |
| samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest; | |
| bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor]; | |
| NSMutableArray<id<MTLBuffer>>* constantBuffers = [NSMutableArray array]; | |
| ImGui_Metal4_ConstantData** constantBufferContentsArray = (ImGui_Metal4_ConstantData**)malloc(sizeof(ImGui_Metal4_ConstantData*) * bd->SharedMetalContext.framesInFlight); | |
| for (NSUInteger i = 0; i < bd->SharedMetalContext.framesInFlight; i++) | |
| { | |
| id<MTLBuffer> constantBuffer = [device newBufferWithLength:sizeof(ImGui_Metal4_ConstantData) options:MTLResourceStorageModeShared]; | |
| [constantBuffers addObject:constantBuffer]; | |
| constantBufferContentsArray[i] = (ImGui_Metal4_ConstantData*)constantBuffer.contents; | |
| [bd->SharedMetalContext.residencySet addAllocation:constantBuffer]; | |
| } | |
| bd->SharedMetalContext.constantBuffers = constantBuffers; | |
| bd->SharedMetalContext.constantBufferContentsArray = constantBufferContentsArray; | |
| MTL4ArgumentTableDescriptor* argumentTableDescriptor = [[MTL4ArgumentTableDescriptor alloc] init]; | |
| argumentTableDescriptor.maxBufferBindCount = 8; | |
| argumentTableDescriptor.maxTextureBindCount = 8; | |
| argumentTableDescriptor.maxSamplerStateBindCount = 8; | |
| argumentTableDescriptor.supportAttributeStrides = YES; // required: vertex buffer is bound via setAddress:stride:atIndex: for stage_in fetch | |
| bd->SharedMetalContext.argumentTable = [device newArgumentTableWithDescriptor:argumentTableDescriptor error:&error]; | |
| IM_ASSERT(bd->SharedMetalContext.argumentTable != nil && error == nil); | |
| return true; | |
| } | |
| void ImGui_ImplMetal4_DestroyDeviceObjects() | |
| { | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); | |
| // Destroy all textures | |
| for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) | |
| if (tex->RefCount == 1) | |
| ImGui_ImplMetal4_DestroyTexture(tex); | |
| [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; | |
| bd->SharedMetalContext.samplerStateLinear = nil; | |
| bd->SharedMetalContext.samplerStateNearest = nil; | |
| } | |
| bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight) | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| IMGUI_CHECKVERSION(); | |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
| IM_ASSERT(framesInFlight > 0 && "framesInFlight must be at least 1!"); | |
| ImGui_ImplMetal4_Data* bd = IM_NEW(ImGui_ImplMetal4_Data)(); | |
| io.BackendRendererUserData = (void*)bd; | |
| io.BackendRendererName = "imgui_impl_metal4"; | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal4_DrawCallback_ResetRenderState; | |
| platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal4_DrawCallback_SetSamplerLinear; | |
| platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal4_DrawCallback_SetSamplerNearest; | |
| bd->SharedMetalContext = [[MetalContext alloc] init]; | |
| bd->SharedMetalContext.device = device; | |
| bd->SharedMetalContext.commandQueue = commandQueue; | |
| bd->SharedMetalContext.framesInFlight = (NSUInteger)framesInFlight; | |
| NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches = [NSMutableArray array]; | |
| for (NSUInteger i = 0; i < framesInFlight; i++) | |
| [bufferCaches addObject:[NSMutableArray array]]; | |
| bd->SharedMetalContext.bufferCaches = bufferCaches; | |
| return true; | |
| } | |
| void ImGui_ImplMetal4_Shutdown() | |
| { | |
| ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); | |
| IM_UNUSED(bd); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplMetal4_DestroyDeviceObjects(); | |
| ImGui_ImplMetal4_DestroyBackendData(); | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); | |
| platform_io.ClearRendererHandlers(); | |
| } | |
| @implementation MetalBuffer | |
| - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer | |
| { | |
| if ((self = [super init])) | |
| { | |
| _buffer = buffer; | |
| _lastReuseTime = GetMachAbsoluteTimeInSeconds(); | |
| } | |
| return self; | |
| } | |
| @end | |
| #pragma mark - FramebufferDescriptor implementation | |
| @implementation FramebufferDescriptor | |
| { | |
| MTLPixelFormat _colorPixelFormats[IMGUI_IMPL_METAL_MAX_COLOR_ATTACHMENTS]; | |
| } | |
| - (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor | |
| { | |
| if ((self = [super init])) | |
| { | |
| _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; | |
| for (NSUInteger n = 0; n < IMGUI_IMPL_METAL_MAX_COLOR_ATTACHMENTS; n++) | |
| _colorPixelFormats[n] = renderPassDescriptor.colorAttachments[n].texture.pixelFormat; | |
| _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; | |
| _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; | |
| } | |
| return self; | |
| } | |
| - (MTLPixelFormat)colorPixelFormatAtIndex:(NSUInteger)index | |
| { | |
| return _colorPixelFormats[index]; | |
| } | |
| - (nonnull id)copyWithZone:(nullable NSZone*)zone | |
| { | |
| FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; | |
| copy.sampleCount = self.sampleCount; | |
| memcpy(copy->_colorPixelFormats, _colorPixelFormats, sizeof(_colorPixelFormats)); | |
| copy.depthPixelFormat = self.depthPixelFormat; | |
| copy.stencilPixelFormat = self.stencilPixelFormat; | |
| return copy; | |
| } | |
| - (NSUInteger)hash | |
| { | |
| NSUInteger sc = _sampleCount & 0x3; | |
| NSUInteger cf = _colorPixelFormats[0] & 0x3FF; | |
| NSUInteger df = _depthPixelFormat & 0x3FF; | |
| NSUInteger sf = _stencilPixelFormat & 0x3FF; | |
| NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; | |
| for (NSUInteger n = 1; n < IMGUI_IMPL_METAL_MAX_COLOR_ATTACHMENTS; n++) | |
| hash = hash * 31 + _colorPixelFormats[n]; | |
| return hash; | |
| } | |
| - (BOOL)isEqual:(id)object | |
| { | |
| FramebufferDescriptor* other = object; | |
| if (![other isKindOfClass:[FramebufferDescriptor class]]) | |
| return NO; | |
| return other.sampleCount == self.sampleCount && | |
| memcmp(other->_colorPixelFormats, _colorPixelFormats, sizeof(_colorPixelFormats)) == 0 && | |
| other.depthPixelFormat == self.depthPixelFormat && | |
| other.stencilPixelFormat == self.stencilPixelFormat; | |
| } | |
| @end | |
| #pragma mark - MetalTexture implementation | |
| @implementation MetalTexture | |
| - (instancetype)initWithTexture:(id<MTLTexture>)metalTexture | |
| { | |
| if ((self = [super init])) | |
| self.metalTexture = metalTexture; | |
| return self; | |
| } | |
| @end | |
| #pragma mark - MetalContext implementation | |
| @implementation MetalContext | |
| - (instancetype)init | |
| { | |
| if ((self = [super init])) | |
| { | |
| self.renderPipelineStateCache = [NSMutableDictionary dictionary]; | |
| self.bufferCacheLock = [[NSObject alloc] init]; | |
| _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); | |
| } | |
| return self; | |
| } | |
| - (void)dealloc | |
| { | |
| free(_constantBufferContentsArray); | |
| } | |
| - (id<MTLBuffer>)currentConstantBuffer | |
| { | |
| return self.constantBuffers[self.currentFrameSlot]; | |
| } | |
| - (ImGui_Metal4_ConstantData*)currentConstantBufferContents | |
| { | |
| return self.constantBufferContentsArray[self.currentFrameSlot]; | |
| } | |
| - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device | |
| { | |
| double now = GetMachAbsoluteTimeInSeconds(); | |
| NSMutableArray<MetalBuffer*>* slotCache = self.bufferCaches[self.currentFrameSlot]; | |
| @synchronized(self.bufferCacheLock) | |
| { | |
| // Purge old buffers that haven't been useful for a while | |
| if (now - self.lastBufferCachePurge > 1.0) | |
| { | |
| for (NSMutableArray<MetalBuffer*>* cache in self.bufferCaches) | |
| { | |
| NSMutableArray* survivors = [NSMutableArray array]; | |
| for (MetalBuffer* candidate in cache) | |
| if (candidate.lastReuseTime > self.lastBufferCachePurge) | |
| [survivors addObject:candidate]; | |
| [cache setArray:survivors]; | |
| } | |
| self.lastBufferCachePurge = now; | |
| } | |
| // See if we have a buffer we can reuse, from this frame-in-flight slot's own cache | |
| MetalBuffer* bestCandidate = nil; | |
| for (MetalBuffer* candidate in slotCache) | |
| if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) | |
| bestCandidate = candidate; | |
| if (bestCandidate != nil) | |
| { | |
| [slotCache removeObject:bestCandidate]; | |
| bestCandidate.lastReuseTime = now; | |
| return bestCandidate; | |
| } | |
| } | |
| // No luck; make a new buffer | |
| id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; | |
| [self.residencySet addAllocation:backing]; | |
| return [[MetalBuffer alloc] initWithBuffer:backing]; | |
| } | |
| const char* shaderCode = R"( | |
| #include <metal_stdlib> | |
| using namespace metal; | |
| struct Uniforms { | |
| float4x4 projectionMatrix; | |
| }; | |
| struct VertexIn { | |
| float2 position [[attribute(0)]]; | |
| float2 texCoords [[attribute(1)]]; | |
| uchar4 color [[attribute(2)]]; | |
| }; | |
| struct VertexOut { | |
| float4 position [[position]]; | |
| float2 texCoords; | |
| float4 color; | |
| }; | |
| vertex VertexOut vertex_main(VertexIn in [[stage_in]], | |
| constant Uniforms &uniforms [[buffer(1)]]) | |
| { | |
| VertexOut out; | |
| out.position = uniforms.projectionMatrix * float4(in.position, 0, 1); | |
| out.texCoords = in.texCoords; | |
| out.color = float4(in.color) / float4(255.0); | |
| return out; | |
| } | |
| fragment half4 fragment_main(VertexOut in [[stage_in]], | |
| texture2d<half, access::sample> texture [[texture(0)]], | |
| sampler textureSampler [[sampler(0)]]) | |
| { | |
| half4 texColor = texture.sample(textureSampler, in.texCoords); | |
| return half4(in.color) * texColor; | |
| } | |
| )"; | |
| - (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device | |
| { | |
| NSError* error = nil; | |
| id<MTLLibrary> library = [device newLibraryWithSource:[NSString stringWithUTF8String:shaderCode] 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 colorPixelFormatAtIndex:0]; | |
| 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; | |
| for (NSUInteger n = 1; n < IMGUI_IMPL_METAL_MAX_COLOR_ATTACHMENTS; n++) // Don't write to other color attachments, if any. | |
| { | |
| pipelineDescriptor.colorAttachments[n].pixelFormat = [self.framebufferDescriptor colorPixelFormatAtIndex:n]; | |
| pipelineDescriptor.colorAttachments[n].writeMask = MTLColorWriteMaskNone; | |
| } | |
| 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 |