ppsspp/ext/imgui/imgui_impl_thin3d.cpp
2024-11-05 11:27:16 +01:00

265 lines
9.7 KiB
C++

// dear imgui: Renderer Backend for PPSSPP's thin3d
#include "imgui.h"
#include "imgui_impl_thin3d.h"
#include <cstdio>
#include "Common/System/Display.h"
#include "Common/Math/lin/matrix4x4.h"
Lin::Matrix4x4 g_drawMatrix;
struct ImGui_ImplThin3d_Data {
Draw::SamplerState *fontSampler = nullptr;
Draw::Texture *fontImage = nullptr;
Draw::Pipeline *pipeline = nullptr;
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
static ImGui_ImplThin3d_Data* ImGui_ImplThin3d_GetBackendData() {
return ImGui::GetCurrentContext() ? (ImGui_ImplThin3d_Data *)ImGui::GetIO().BackendRendererUserData : nullptr;
}
static void ImGui_ImplThin3d_SetupRenderState(Draw::DrawContext *draw, ImDrawData* draw_data, Draw::Pipeline *pipeline, int fb_width, int fb_height) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
// Bind pipeline and texture
draw->BindPipeline(pipeline);
draw->BindTexture(0, bd->fontImage);
draw->BindSamplerStates(0, 1, &bd->fontSampler);
// Setup viewport:
{
Draw::Viewport viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)fb_width;
viewport.Height = (float)fb_height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
draw->SetViewport(viewport);
}
// Setup scale and translation:
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// We currently ignore DisplayPos.
{
Lin::Matrix4x4 mtx = ComputeOrthoMatrix(draw_data->DisplaySize.x, draw_data->DisplaySize.y, draw->GetDeviceCaps().coordConvention);
Draw::VsTexColUB ub{};
memcpy(ub.WorldViewProj, mtx.getReadPtr(), sizeof(Lin::Matrix4x4));
ub.saturation = 1.0f;
draw->UpdateDynamicUniformBuffer(&ub, sizeof(ub));
}
}
// Render function
void ImGui_ImplThin3d_RenderDrawData(ImDrawData* draw_data, Draw::DrawContext *draw) {
// 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);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
// Setup desired Vulkan state
ImGui_ImplThin3d_SetupRenderState(draw, draw_data, bd->pipeline, fb_width, fb_height);
// 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)
_assert_(sizeof(ImDrawIdx) == 2);
std::vector<Draw::ClippedDraw> draws;
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
draws.clear();
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) {
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) {
ImGui_ImplThin3d_SetupRenderState(draw, draw_data, bd->pipeline, fb_width, fb_height);
} else {
pcmd->UserCallback(cmd_list, pcmd);
}
} else {
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
Draw::ClippedDraw draw;
draw.clipx = clip_min.x;
draw.clipy = clip_min.y;
draw.clipw = clip_max.x - clip_min.x;
draw.cliph = clip_max.y - clip_min.y;
draw.indexCount = pcmd->ElemCount;
draw.indexOffset = pcmd->IdxOffset;
draws.push_back(draw);
}
}
draw->DrawIndexedClippedBatchUP(cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.size(), cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.size(), draws);
}
draw->SetScissorRect(0, 0, fb_width, fb_height);
}
bool ImGui_ImplThin3d_CreateDeviceObjects(Draw::DrawContext *draw) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
if (!bd->fontSampler) {
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
Draw::SamplerStateDesc desc{};
desc.magFilter = Draw::TextureFilter::LINEAR;
desc.minFilter = Draw::TextureFilter::LINEAR;
desc.mipFilter = Draw::TextureFilter::NEAREST;
desc.wrapU = Draw::TextureAddressMode::REPEAT;
desc.wrapV = Draw::TextureAddressMode::REPEAT;
desc.wrapW = Draw::TextureAddressMode::REPEAT;
desc.maxAniso = 1.0f;
bd->fontSampler = draw->CreateSamplerState(desc);
}
if (!bd->pipeline) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
using namespace Draw;
static const Draw::InputLayoutDesc ilDesc = {
sizeof(ImDrawVert),
{
{ SEM_POSITION, DataFormat::R32G32_FLOAT, offsetof(ImDrawVert, pos) },
{ SEM_TEXCOORD0, DataFormat::R32G32_FLOAT, offsetof(ImDrawVert, uv) },
{ SEM_COLOR0, DataFormat::R8G8B8A8_UNORM, offsetof(ImDrawVert, col) },
},
};
InputLayout *inputLayout = draw->CreateInputLayout(ilDesc);
BlendState *blend = draw->CreateBlendState({ true, 0xF,
BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendOp::ADD,
BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA, BlendOp::ADD,
});
DepthStencilStateDesc dsDesc{};
DepthStencilState *depthStencil = draw->CreateDepthStencilState(dsDesc);
RasterState *rasterNoCull = draw->CreateRasterState({});
ShaderModule *vs_texture_color_2d = draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D);
ShaderModule *fs_texture_color_2d = draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D);
PipelineDesc pipelineDesc{
Primitive::TRIANGLE_LIST,
{ vs_texture_color_2d, fs_texture_color_2d },
inputLayout,
depthStencil,
blend,
rasterNoCull,
&vsTexColBufDesc
};
bd->pipeline = draw->CreateGraphicsPipeline(pipelineDesc, "imgui-pipeline");
}
if (!bd->fontImage) {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
size_t upload_size = width * height * 4 * sizeof(char);
Draw::TextureDesc desc;
desc.width = width;
desc.height = height;
desc.mipLevels = 1;
desc.format = Draw::DataFormat::R8G8B8A8_UNORM;
desc.type = Draw::TextureType::LINEAR2D;
desc.depth = 1;
desc.tag = "imgui-font";
desc.initData.push_back((const uint8_t *)pixels);
bd->fontImage = draw->CreateTexture(desc);
io.Fonts->SetTexID((ImTextureID)bd->fontImage);
}
return true;
}
void ImGui_ImplThin3d_DestroyDeviceObjects() {
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
if (bd->fontImage) {
bd->fontImage->Release();
bd->fontImage = nullptr;
io.Fonts->SetTexID(0);
}
if (bd->pipeline) {
bd->pipeline->Release();
bd->pipeline = nullptr;
}
if (bd->fontSampler) {
bd->fontSampler->Release();
bd->fontSampler = nullptr;
}
}
bool ImGui_ImplThin3d_Init(Draw::DrawContext *draw) {
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplThin3d_Data* bd = IM_NEW(ImGui_ImplThin3d_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_thin3d";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
ImGui_ImplThin3d_CreateDeviceObjects(draw);
return true;
}
void ImGui_ImplThin3d_Shutdown() {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplThin3d_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplThin3d_NewFrame(Draw::DrawContext *draw, Lin::Matrix4x4 drawMatrix) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplThin3d_Init()?");
// This one checks if objects already have been created, so ok to call every time.
ImGui_ImplThin3d_CreateDeviceObjects(draw);
g_drawMatrix = drawMatrix;
}
// Register a texture. No-op.
ImTextureID ImGui_ImplThin3d_AddTexture(Draw::Texture *texture) {
ImGui_ImplThin3d_Data* bd = ImGui_ImplThin3d_GetBackendData();
return (void *)texture;
}
// Unregister a texture. No-op.
Draw::Texture *ImGui_ImplThin3d_RemoveTexture(ImTextureID tex) {
return (Draw::Texture *)tex;
}