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hub / github.com/InteractiveComputerGraphics/SPlisHSPlasH / AddDrawListToDrawData

Function AddDrawListToDrawData

extern/imgui/imgui.cpp:5183–5216  ·  view source on GitHub ↗

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5181}
5182
5183static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
5184{
5185 if (draw_list->CmdBuffer.Size == 0)
5186 return;
5187 if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
5188 return;
5189
5190 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
5191 // May trigger for you if you are using PrimXXX functions incorrectly.
5192 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
5193 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
5194 if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
5195 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
5196
5197 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
5198 // If this assert triggers because you are drawing lots of stuff manually:
5199 // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
5200 // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
5201 // - If you want large meshes with more than 64K vertices, you can either:
5202 // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
5203 // Most example backends already support this from 1.71. Pre-1.71 backends won't.
5204 // 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.
5205 // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
5206 // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
5207 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
5208 // Your own engine or render API may use different parameters or function calls to specify index sizes.
5209 // 2 and 4 bytes indices are generally supported by most graphics API.
5210 // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
5211 // the 64K limit to split your draw commands in multiple draw lists.
5212 if (sizeof(ImDrawIdx) == 2)
5213 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
5214
5215 out_list->push_back(draw_list);
5216}
5217
5218static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5219{

Callers 2

AddWindowToDrawDataFunction · 0.85
RenderMethod · 0.85

Calls 1

push_backMethod · 0.45

Tested by

no test coverage detected