imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
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imgui_impl_metal.mm (24737B)


      1 // dear imgui: Renderer Backend for Metal
      2 // This needs to be used along with a Platform Backend (e.g. OSX)
      3 
      4 // Implemented features:
      5 //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
      6 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
      7 
      8 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
      9 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
     10 // Read online: https://github.com/ocornut/imgui/tree/master/docs
     11 
     12 // CHANGELOG
     13 // (minor and older changes stripped away, please see git history for details)
     14 //  2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
     15 //  2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
     16 //  2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
     17 //  2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
     18 //  2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
     19 //  2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
     20 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
     21 //  2018-07-05: Metal: Added new Metal backend implementation.
     22 
     23 #include "imgui.h"
     24 #include "imgui_impl_metal.h"
     25 
     26 #import <Metal/Metal.h>
     27 // #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
     28 #import <simd/simd.h>
     29 
     30 #pragma mark - Support classes
     31 
     32 // A wrapper around a MTLBuffer object that knows the last time it was reused
     33 @interface MetalBuffer : NSObject
     34 @property (nonatomic, strong) id<MTLBuffer> buffer;
     35 @property (nonatomic, assign) NSTimeInterval lastReuseTime;
     36 - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
     37 @end
     38 
     39 // An object that encapsulates the data necessary to uniquely identify a
     40 // render pipeline state. These are used as cache keys.
     41 @interface FramebufferDescriptor : NSObject<NSCopying>
     42 @property (nonatomic, assign) unsigned long sampleCount;
     43 @property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
     44 @property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
     45 @property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
     46 - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor;
     47 @end
     48 
     49 // A singleton that stores long-lived objects that are needed by the Metal
     50 // renderer backend. Stores the render pipeline state cache and the default
     51 // font texture, and manages the reusable buffer cache.
     52 @interface MetalContext : NSObject
     53 @property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
     54 @property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient
     55 @property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
     56 @property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
     57 @property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
     58 @property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
     59 - (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
     60 - (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
     61 - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
     62 - (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
     63 - (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
     64 - (void)emptyRenderPipelineStateCache;
     65 - (void)setupRenderState:(ImDrawData *)drawData
     66            commandBuffer:(id<MTLCommandBuffer>)commandBuffer
     67           commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
     68      renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
     69             vertexBuffer:(MetalBuffer *)vertexBuffer
     70       vertexBufferOffset:(size_t)vertexBufferOffset;
     71 - (void)renderDrawData:(ImDrawData *)drawData
     72          commandBuffer:(id<MTLCommandBuffer>)commandBuffer
     73         commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
     74 @end
     75 
     76 static MetalContext *g_sharedMetalContext = nil;
     77 
     78 #pragma mark - ImGui API implementation
     79 
     80 bool ImGui_ImplMetal_Init(id<MTLDevice> device)
     81 {
     82     ImGuiIO& io = ImGui::GetIO();
     83     io.BackendRendererName = "imgui_impl_metal";
     84     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
     85 
     86     static dispatch_once_t onceToken;
     87     dispatch_once(&onceToken, ^{
     88         g_sharedMetalContext = [[MetalContext alloc] init];
     89     });
     90 
     91     ImGui_ImplMetal_CreateDeviceObjects(device);
     92 
     93     return true;
     94 }
     95 
     96 void ImGui_ImplMetal_Shutdown()
     97 {
     98     ImGui_ImplMetal_DestroyDeviceObjects();
     99 }
    100 
    101 void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
    102 {
    103     IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
    104 
    105     g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
    106 }
    107 
    108 // Metal Render function.
    109 void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
    110 {
    111     [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
    112 }
    113 
    114 bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
    115 {
    116     [g_sharedMetalContext makeFontTextureWithDevice:device];
    117 
    118     ImGuiIO& io = ImGui::GetIO();
    119     io.Fonts->SetTexID((__bridge void *)g_sharedMetalContext.fontTexture); // ImTextureID == void*
    120 
    121     return (g_sharedMetalContext.fontTexture != nil);
    122 }
    123 
    124 void ImGui_ImplMetal_DestroyFontsTexture()
    125 {
    126     ImGuiIO& io = ImGui::GetIO();
    127     g_sharedMetalContext.fontTexture = nil;
    128     io.Fonts->SetTexID(nullptr);
    129 }
    130 
    131 bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
    132 {
    133     [g_sharedMetalContext makeDeviceObjectsWithDevice:device];
    134 
    135     ImGui_ImplMetal_CreateFontsTexture(device);
    136 
    137     return true;
    138 }
    139 
    140 void ImGui_ImplMetal_DestroyDeviceObjects()
    141 {
    142     ImGui_ImplMetal_DestroyFontsTexture();
    143     [g_sharedMetalContext emptyRenderPipelineStateCache];
    144 }
    145 
    146 #pragma mark - MetalBuffer implementation
    147 
    148 @implementation MetalBuffer
    149 - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
    150 {
    151     if ((self = [super init]))
    152     {
    153         _buffer = buffer;
    154         _lastReuseTime = [NSDate date].timeIntervalSince1970;
    155     }
    156     return self;
    157 }
    158 @end
    159 
    160 #pragma mark - FramebufferDescriptor implementation
    161 
    162 @implementation FramebufferDescriptor
    163 - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
    164 {
    165     if ((self = [super init]))
    166     {
    167         _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
    168         _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
    169         _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
    170         _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
    171     }
    172     return self;
    173 }
    174 
    175 - (nonnull id)copyWithZone:(nullable NSZone *)zone
    176 {
    177     FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
    178     copy.sampleCount = self.sampleCount;
    179     copy.colorPixelFormat = self.colorPixelFormat;
    180     copy.depthPixelFormat = self.depthPixelFormat;
    181     copy.stencilPixelFormat = self.stencilPixelFormat;
    182     return copy;
    183 }
    184 
    185 - (NSUInteger)hash
    186 {
    187     NSUInteger sc = _sampleCount & 0x3;
    188     NSUInteger cf = _colorPixelFormat & 0x3FF;
    189     NSUInteger df = _depthPixelFormat & 0x3FF;
    190     NSUInteger sf = _stencilPixelFormat & 0x3FF;
    191     NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
    192     return hash;
    193 }
    194 
    195 - (BOOL)isEqual:(id)object
    196 {
    197     FramebufferDescriptor *other = object;
    198     if (![other isKindOfClass:[FramebufferDescriptor class]])
    199         return NO;
    200     return other.sampleCount == self.sampleCount      &&
    201     other.colorPixelFormat   == self.colorPixelFormat &&
    202     other.depthPixelFormat   == self.depthPixelFormat &&
    203     other.stencilPixelFormat == self.stencilPixelFormat;
    204 }
    205 
    206 @end
    207 
    208 #pragma mark - MetalContext implementation
    209 
    210 @implementation MetalContext
    211 - (instancetype)init {
    212     if ((self = [super init]))
    213     {
    214         _renderPipelineStateCache = [NSMutableDictionary dictionary];
    215         _bufferCache = [NSMutableArray array];
    216         _lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
    217     }
    218     return self;
    219 }
    220 
    221 - (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
    222 {
    223     MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
    224     depthStencilDescriptor.depthWriteEnabled = NO;
    225     depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
    226     self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
    227 }
    228 
    229 // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
    230 // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
    231 // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
    232 // You can make that change in your implementation.
    233 - (void)makeFontTextureWithDevice:(id<MTLDevice>)device
    234 {
    235     ImGuiIO &io = ImGui::GetIO();
    236     unsigned char* pixels;
    237     int width, height;
    238     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
    239     MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
    240                                                                                                  width:(NSUInteger)width
    241                                                                                                 height:(NSUInteger)height
    242                                                                                              mipmapped:NO];
    243     textureDescriptor.usage = MTLTextureUsageShaderRead;
    244 #if TARGET_OS_OSX || TARGET_OS_MACCATALYST
    245     textureDescriptor.storageMode = MTLStorageModeManaged;
    246 #else
    247     textureDescriptor.storageMode = MTLStorageModeShared;
    248 #endif
    249     id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
    250     [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
    251     self.fontTexture = texture;
    252 }
    253 
    254 - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
    255 {
    256     NSTimeInterval now = [NSDate date].timeIntervalSince1970;
    257 
    258     // Purge old buffers that haven't been useful for a while
    259     if (now - self.lastBufferCachePurge > 1.0)
    260     {
    261         NSMutableArray *survivors = [NSMutableArray array];
    262         for (MetalBuffer *candidate in self.bufferCache)
    263         {
    264             if (candidate.lastReuseTime > self.lastBufferCachePurge)
    265             {
    266                 [survivors addObject:candidate];
    267             }
    268         }
    269         self.bufferCache = [survivors mutableCopy];
    270         self.lastBufferCachePurge = now;
    271     }
    272 
    273     // See if we have a buffer we can reuse
    274     MetalBuffer *bestCandidate = nil;
    275     for (MetalBuffer *candidate in self.bufferCache)
    276         if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
    277             bestCandidate = candidate;
    278 
    279     if (bestCandidate != nil)
    280     {
    281         [self.bufferCache removeObject:bestCandidate];
    282         bestCandidate.lastReuseTime = now;
    283         return bestCandidate;
    284     }
    285 
    286     // No luck; make a new buffer
    287     id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
    288     return [[MetalBuffer alloc] initWithBuffer:backing];
    289 }
    290 
    291 - (void)enqueueReusableBuffer:(MetalBuffer *)buffer
    292 {
    293     [self.bufferCache addObject:buffer];
    294 }
    295 
    296 - (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
    297 {
    298     // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
    299     // The hit rate for this cache should be very near 100%.
    300     id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
    301 
    302     if (renderPipelineState == nil)
    303     {
    304         // No luck; make a new render pipeline state
    305         renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
    306         // Cache render pipeline state for later reuse
    307         self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
    308     }
    309 
    310     return renderPipelineState;
    311 }
    312 
    313 - (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
    314 {
    315     NSError *error = nil;
    316 
    317     NSString *shaderSource = @""
    318     "#include <metal_stdlib>\n"
    319     "using namespace metal;\n"
    320     "\n"
    321     "struct Uniforms {\n"
    322     "    float4x4 projectionMatrix;\n"
    323     "};\n"
    324     "\n"
    325     "struct VertexIn {\n"
    326     "    float2 position  [[attribute(0)]];\n"
    327     "    float2 texCoords [[attribute(1)]];\n"
    328     "    uchar4 color     [[attribute(2)]];\n"
    329     "};\n"
    330     "\n"
    331     "struct VertexOut {\n"
    332     "    float4 position [[position]];\n"
    333     "    float2 texCoords;\n"
    334     "    float4 color;\n"
    335     "};\n"
    336     "\n"
    337     "vertex VertexOut vertex_main(VertexIn in                 [[stage_in]],\n"
    338     "                             constant Uniforms &uniforms [[buffer(1)]]) {\n"
    339     "    VertexOut out;\n"
    340     "    out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
    341     "    out.texCoords = in.texCoords;\n"
    342     "    out.color = float4(in.color) / float4(255.0);\n"
    343     "    return out;\n"
    344     "}\n"
    345     "\n"
    346     "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
    347     "                             texture2d<half, access::sample> texture [[texture(0)]]) {\n"
    348     "    constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
    349     "    half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
    350     "    return half4(in.color) * texColor;\n"
    351     "}\n";
    352 
    353     id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
    354     if (library == nil)
    355     {
    356         NSLog(@"Error: failed to create Metal library: %@", error);
    357         return nil;
    358     }
    359 
    360     id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
    361     id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
    362 
    363     if (vertexFunction == nil || fragmentFunction == nil)
    364     {
    365         NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
    366         return nil;
    367     }
    368 
    369     MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
    370     vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
    371     vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
    372     vertexDescriptor.attributes[0].bufferIndex = 0;
    373     vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
    374     vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
    375     vertexDescriptor.attributes[1].bufferIndex = 0;
    376     vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
    377     vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
    378     vertexDescriptor.attributes[2].bufferIndex = 0;
    379     vertexDescriptor.layouts[0].stepRate = 1;
    380     vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
    381     vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
    382 
    383     MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
    384     pipelineDescriptor.vertexFunction = vertexFunction;
    385     pipelineDescriptor.fragmentFunction = fragmentFunction;
    386     pipelineDescriptor.vertexDescriptor = vertexDescriptor;
    387     pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
    388     pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
    389     pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
    390     pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
    391     pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
    392     pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
    393     pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
    394     pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
    395     pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
    396     pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
    397     pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
    398 
    399     id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
    400     if (error != nil)
    401     {
    402         NSLog(@"Error: failed to create Metal pipeline state: %@", error);
    403     }
    404 
    405     return renderPipelineState;
    406 }
    407 
    408 - (void)emptyRenderPipelineStateCache
    409 {
    410     [self.renderPipelineStateCache removeAllObjects];
    411 }
    412 
    413 - (void)setupRenderState:(ImDrawData *)drawData
    414            commandBuffer:(id<MTLCommandBuffer>)commandBuffer
    415           commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
    416      renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
    417             vertexBuffer:(MetalBuffer *)vertexBuffer
    418       vertexBufferOffset:(size_t)vertexBufferOffset
    419 {
    420     [commandEncoder setCullMode:MTLCullModeNone];
    421     [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
    422 
    423     // Setup viewport, orthographic projection matrix
    424     // Our visible imgui space lies from draw_data->DisplayPos (top left) to
    425     // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
    426     MTLViewport viewport =
    427     {
    428         .originX = 0.0,
    429         .originY = 0.0,
    430         .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
    431         .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
    432         .znear = 0.0,
    433         .zfar = 1.0
    434     };
    435     [commandEncoder setViewport:viewport];
    436 
    437     float L = drawData->DisplayPos.x;
    438     float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
    439     float T = drawData->DisplayPos.y;
    440     float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
    441     float N = (float)viewport.znear;
    442     float F = (float)viewport.zfar;
    443     const float ortho_projection[4][4] =
    444     {
    445         { 2.0f/(R-L),   0.0f,           0.0f,   0.0f },
    446         { 0.0f,         2.0f/(T-B),     0.0f,   0.0f },
    447         { 0.0f,         0.0f,        1/(F-N),   0.0f },
    448         { (R+L)/(L-R),  (T+B)/(B-T), N/(F-N),   1.0f },
    449     };
    450     [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
    451 
    452     [commandEncoder setRenderPipelineState:renderPipelineState];
    453 
    454     [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
    455     [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
    456 }
    457 
    458 - (void)renderDrawData:(ImDrawData *)drawData
    459          commandBuffer:(id<MTLCommandBuffer>)commandBuffer
    460         commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
    461 {
    462     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    463     int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
    464     int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
    465     if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
    466         return;
    467 
    468     id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
    469 
    470     size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
    471     size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
    472     MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
    473     MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
    474 
    475     [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
    476 
    477     // Will project scissor/clipping rectangles into framebuffer space
    478     ImVec2 clip_off = drawData->DisplayPos;         // (0,0) unless using multi-viewports
    479     ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
    480 
    481     // Render command lists
    482     size_t vertexBufferOffset = 0;
    483     size_t indexBufferOffset = 0;
    484     for (int n = 0; n < drawData->CmdListsCount; n++)
    485     {
    486         const ImDrawList* cmd_list = drawData->CmdLists[n];
    487 
    488         memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
    489         memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
    490 
    491         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
    492         {
    493             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
    494             if (pcmd->UserCallback)
    495             {
    496                 // User callback, registered via ImDrawList::AddCallback()
    497                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
    498                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
    499                     [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
    500                 else
    501                     pcmd->UserCallback(cmd_list, pcmd);
    502             }
    503             else
    504             {
    505                 // Project scissor/clipping rectangles into framebuffer space
    506                 ImVec4 clip_rect;
    507                 clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
    508                 clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
    509                 clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
    510                 clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
    511 
    512                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
    513                 {
    514                     // Apply scissor/clipping rectangle
    515                     MTLScissorRect scissorRect =
    516                     {
    517                         .x = NSUInteger(clip_rect.x),
    518                         .y = NSUInteger(clip_rect.y),
    519                         .width = NSUInteger(clip_rect.z - clip_rect.x),
    520                         .height = NSUInteger(clip_rect.w - clip_rect.y)
    521                     };
    522                     [commandEncoder setScissorRect:scissorRect];
    523 
    524 
    525                     // Bind texture, Draw
    526                     if (ImTextureID tex_id = pcmd->GetTexID())
    527                         [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
    528 
    529                     [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
    530                     [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
    531                                                indexCount:pcmd->ElemCount
    532                                                 indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
    533                                               indexBuffer:indexBuffer.buffer
    534                                         indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
    535                 }
    536             }
    537         }
    538 
    539         vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
    540         indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
    541     }
    542 
    543     __weak id weakSelf = self;
    544     [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
    545     {
    546         dispatch_async(dispatch_get_main_queue(), ^{
    547             [weakSelf enqueueReusableBuffer:vertexBuffer];
    548             [weakSelf enqueueReusableBuffer:indexBuffer];
    549         });
    550     }];
    551 }
    552 
    553 @end