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hub / github.com/RenderKit/embree / AddDrawListToDrawData

Function AddDrawListToDrawData

tutorials/common/imgui/imgui.cpp:4927–4960  ·  view source on GitHub ↗

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4925}
4926
4927static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4928{
4929 if (draw_list->CmdBuffer.Size == 0)
4930 return;
4931 if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4932 return;
4933
4934 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4935 // May trigger for you if you are using PrimXXX functions incorrectly.
4936 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4937 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4938 if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4939 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4940
4941 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4942 // If this assert triggers because you are drawing lots of stuff manually:
4943 // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4944 // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4945 // - If you want large meshes with more than 64K vertices, you can either:
4946 // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4947 // Most example backends already support this from 1.71. Pre-1.71 backends won't.
4948 // 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.
4949 // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4950 // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4951 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4952 // Your own engine or render API may use different parameters or function calls to specify index sizes.
4953 // 2 and 4 bytes indices are generally supported by most graphics API.
4954 // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4955 // the 64K limit to split your draw commands in multiple draw lists.
4956 if (sizeof(ImDrawIdx) == 2)
4957 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4958
4959 out_list->push_back(draw_list);
4960}
4961
4962static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4963{

Callers 2

AddWindowToDrawDataFunction · 0.85
RenderMethod · 0.85

Calls 1

push_backMethod · 0.45

Tested by

no test coverage detected