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hub / github.com/AlexandreRouma/SDRPlusPlus / AddDrawListToDrawData

Function AddDrawListToDrawData

core/src/imgui/imgui.cpp:4266–4300  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

4264}
4265
4266static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4267{
4268 // Remove trailing command if unused.
4269 // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well.
4270 draw_list->_PopUnusedDrawCmd();
4271 if (draw_list->CmdBuffer.Size == 0)
4272 return;
4273
4274 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4275 // May trigger for you if you are using PrimXXX functions incorrectly.
4276 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4277 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4278 if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4279 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4280
4281 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4282 // If this assert triggers because you are drawing lots of stuff manually:
4283 // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4284 // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4285 // - If you want large meshes with more than 64K vertices, you can either:
4286 // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4287 // Most example backends already support this from 1.71. Pre-1.71 backends won't.
4288 // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4289 // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4290 // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4291 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4292 // Your own engine or render API may use different parameters or function calls to specify index sizes.
4293 // 2 and 4 bytes indices are generally supported by most graphics API.
4294 // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4295 // the 64K limit to split your draw commands in multiple draw lists.
4296 if (sizeof(ImDrawIdx) == 2)
4297 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4298
4299 out_list->push_back(draw_list);
4300}
4301
4302static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4303{

Callers 2

AddWindowToDrawDataFunction · 0.85
RenderMethod · 0.85

Calls 2

_PopUnusedDrawCmdMethod · 0.80
push_backMethod · 0.45

Tested by

no test coverage detected