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Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support.
# Conflicts: # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm
This commit is contained in:
parent
ee8941e0de
commit
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2 changed files with 122 additions and 64 deletions
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@ -2,8 +2,9 @@
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// This needs to be used along with a Platform Backend (e.g. OSX)
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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: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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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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@ -35,11 +36,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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id<MTLRenderCommandEncoder> commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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//-----------------------------------------------------------------------------
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@ -62,11 +64,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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MTL::RenderCommandEncoder* commandEncoder);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
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#endif
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#endif
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@ -2,8 +2,9 @@
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// This needs to be used along with a Platform Backend (e.g. OSX)
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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: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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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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@ -15,6 +16,7 @@
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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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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
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// 2025-02-03: Metal: Crash fix. (#8367)
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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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// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
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@ -59,6 +61,11 @@
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- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
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@end
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@interface MetalTexture : NSObject
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@property (nonatomic, strong) id<MTLTexture> metalTexture;
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- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
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@end
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// A singleton that stores long-lived objects that are needed by the Metal
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// renderer backend. Stores the render pipeline state cache and the default
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// font texture, and manages the reusable buffer cache.
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@ -67,7 +74,6 @@
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@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
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@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
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@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
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@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
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@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
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@property (nonatomic, assign) double lastBufferCachePurge;
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- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
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@ -110,11 +116,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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}
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bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
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{
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return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
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}
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bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
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{
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return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
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@ -134,6 +135,7 @@ 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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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@ -152,7 +154,7 @@ void ImGui_ImplMetal_Shutdown()
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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_RendererHasTextures);
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}
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void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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@ -168,7 +170,7 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
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ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
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}
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static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
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static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer,
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id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
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MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
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{
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@ -184,17 +186,17 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommand
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{
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.originX = 0.0,
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.originY = 0.0,
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.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
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.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
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.width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
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.height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
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.znear = 0.0,
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.zfar = 1.0
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};
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[commandEncoder setViewport:viewport];
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float L = drawData->DisplayPos.x;
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float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
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float T = drawData->DisplayPos.y;
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float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float N = (float)viewport.znear;
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float F = (float)viewport.zfar;
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const float ortho_projection[4][4] =
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@ -213,17 +215,24 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommand
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}
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// Metal Render function.
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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MetalContext* ctx = bd->SharedMetalContext;
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
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int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
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return;
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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ImGui_ImplMetal_UpdateTexture(tex);
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// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
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// The hit rate for this cache should be very near 100%.
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id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
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ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
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}
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size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
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size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
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size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
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size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
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MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
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ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
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// Render command lists
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size_t vertexBufferOffset = 0;
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size_t indexBufferOffset = 0;
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for (int n = 0; n < drawData->CmdListsCount; n++)
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = drawData->CmdLists[n];
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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@ -265,7 +274,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
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ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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@ -325,42 +334,71 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
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}];
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}
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bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
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static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData);
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if (backend_tex == nullptr)
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return;
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IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
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backend_tex.metalTexture = nil;
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// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
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// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
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// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
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// You can make that change in your implementation.
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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width:(NSUInteger)width
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height:(NSUInteger)height
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mipmapped:NO];
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textureDescriptor.usage = MTLTextureUsageShaderRead;
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#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
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textureDescriptor.storageMode = MTLStorageModeManaged;
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#else
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textureDescriptor.storageMode = MTLStorageModeShared;
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#endif
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id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
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[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
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bd->SharedMetalContext.fontTexture = texture;
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io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
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return (bd->SharedMetalContext.fontTexture != nil);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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tex->BackendUserData = nullptr;
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}
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void ImGui_ImplMetal_DestroyFontsTexture()
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void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
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{
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ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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bd->SharedMetalContext.fontTexture = nil;
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io.Fonts->SetTexID(0);
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
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// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
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// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
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// You can make that change in your implementation.
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MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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width:(NSUInteger)tex->Width
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height:(NSUInteger)tex->Height
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mipmapped:NO];
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textureDescriptor.usage = MTLTextureUsageShaderRead;
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#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
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textureDescriptor.storageMode = MTLStorageModeManaged;
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#else
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textureDescriptor.storageMode = MTLStorageModeShared;
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#endif
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id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
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[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
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MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
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// Store identifiers
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tex->SetTexID((ImTextureID)(intptr_t)texture);
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tex->SetStatus(ImTextureStatus_OK);
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tex->BackendUserData = (__bridge_retained void*)(backend_tex);
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}
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else if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// Update selected blocks. We only ever write to textures regions which have never been used before!
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// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
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MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
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for (ImTextureRect& r : tex->Updates)
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{
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[backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
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mipmapLevel:0
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withBytes:tex->GetPixelsAt(r.x, r.y)
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bytesPerRow:(NSUInteger)tex->Width * 4];
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}
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tex->SetStatus(ImTextureStatus_OK);
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}
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else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
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{
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ImGui_ImplMetal_DestroyTexture(tex);
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}
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}
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bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
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@ -373,14 +411,19 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
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#ifdef IMGUI_IMPL_METAL_CPP
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[depthStencilDescriptor release];
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#endif
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ImGui_ImplMetal_CreateFontsTexture(device);
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return true;
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}
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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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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplMetal_DestroyTexture(tex);
|
||||
|
||||
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
|
||||
}
|
||||
|
||||
|
|
@ -446,6 +489,18 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
|||
|
||||
@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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue