update dear imgui from 1.91.8 to 1.91.9b and switch to docking branch
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@@ -4,6 +4,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -15,7 +16,9 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-02-03: Metal: Crash fix. (#8367)
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// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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// 2022-07-05: Metal: Add dispatch synchronization.
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// 2022-06-30: Metal: Use __bridge for ARC based systems.
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@@ -39,6 +42,12 @@
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#import <time.h>
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#import <Metal/Metal.h>
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// Forward Declarations
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static void ImGui_ImplMetal_InitMultiViewportSupport();
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static void ImGui_ImplMetal_ShutdownMultiViewportSupport();
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static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
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static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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#pragma mark - Support classes
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// A wrapper around a MTLBuffer object that knows the last time it was reused
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@@ -133,10 +142,13 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_metal";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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ImGui_ImplMetal_InitMultiViewportSupport();
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return true;
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}
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@@ -145,13 +157,14 @@ void ImGui_ImplMetal_Shutdown()
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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IM_UNUSED(bd);
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGui_ImplMetal_ShutdownMultiViewportSupport();
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ImGui_ImplMetal_DestroyDeviceObjects();
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ImGui_ImplMetal_DestroyBackendData();
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
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}
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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@@ -311,11 +324,11 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
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indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
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}
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__block MetalContext* sharedMetalContext = bd->SharedMetalContext;
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MetalContext* sharedMetalContext = bd->SharedMetalContext;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
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{
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dispatch_async(dispatch_get_main_queue(), ^{
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@synchronized(bd->SharedMetalContext.bufferCache)
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@synchronized(sharedMetalContext.bufferCache)
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{
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[sharedMetalContext.bufferCache addObject:vertexBuffer];
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[sharedMetalContext.bufferCache addObject:indexBuffer];
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@@ -369,6 +382,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
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depthStencilDescriptor.depthWriteEnabled = NO;
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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
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bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
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#ifdef IMGUI_IMPL_METAL_CPP
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[depthStencilDescriptor release];
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#endif
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@@ -380,9 +394,155 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGui_ImplMetal_DestroyFontsTexture();
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ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
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[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
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}
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#pragma mark - Multi-viewport support
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#import <QuartzCore/CAMetalLayer.h>
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#if TARGET_OS_OSX
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#import <Cocoa/Cocoa.h>
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#endif
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataMetal
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{
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CAMetalLayer* MetalLayer;
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id<MTLCommandQueue> CommandQueue;
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MTLRenderPassDescriptor* RenderPassDescriptor;
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void* Handle = nullptr;
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bool FirstFrame = true;
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};
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static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
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viewport->RendererUserData = data;
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// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
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void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
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IM_ASSERT(handle != nullptr);
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id<MTLDevice> device = bd->SharedMetalContext.device;
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CAMetalLayer* layer = [CAMetalLayer layer];
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layer.device = device;
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layer.framebufferOnly = YES;
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layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
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#if TARGET_OS_OSX
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NSWindow* window = (__bridge NSWindow*)handle;
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NSView* view = window.contentView;
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view.layer = layer;
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view.wantsLayer = YES;
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#endif
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data->MetalLayer = layer;
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data->CommandQueue = [device newCommandQueue];
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data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
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data->Handle = handle;
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}
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static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
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IM_DELETE(data);
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viewport->RendererUserData = nullptr;
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}
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inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
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{
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return CGSizeMake(size.width * scale, size.height * scale);
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}
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static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
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data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
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}
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static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
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#if TARGET_OS_OSX
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void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
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NSWindow* window = (__bridge NSWindow*)handle;
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// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
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if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
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{
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// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
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// approximately 1 second if the Metal layer is completely occluded.
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return;
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}
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data->FirstFrame = false;
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viewport->DpiScale = (float)window.backingScaleFactor;
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if (data->MetalLayer.contentsScale != viewport->DpiScale)
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{
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data->MetalLayer.contentsScale = viewport->DpiScale;
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data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
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}
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viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
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#endif
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id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
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if (drawable == nil)
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return;
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MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
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if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:drawable];
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[commandBuffer commit];
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}
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static void ImGui_ImplMetal_InitMultiViewportSupport()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
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platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
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platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
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platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
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}
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static void ImGui_ImplMetal_ShutdownMultiViewportSupport()
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{
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ImGui::DestroyPlatformWindows();
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}
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static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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if (!platform_io.Viewports[i]->RendererUserData)
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ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
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}
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static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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for (int i = 1; i < platform_io.Viewports.Size; i++)
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if (platform_io.Viewports[i]->RendererUserData)
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ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
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}
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#pragma mark - MetalBuffer implementation
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@implementation MetalBuffer
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