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Function AddDrawListToDrawData

ImGUI GLFW Tutorial/imgui/imgui.cpp:4265–4299  ·  view source on GitHub ↗

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4263}
4264
4265static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4266{
4267 // Remove trailing command if unused.
4268 // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well.
4269 draw_list->_PopUnusedDrawCmd();
4270 if (draw_list->CmdBuffer.Size == 0)
4271 return;
4272
4273 // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4274 // May trigger for you if you are using PrimXXX functions incorrectly.
4275 IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4276 IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4277 if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4278 IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4279
4280 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4281 // If this assert triggers because you are drawing lots of stuff manually:
4282 // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4283 // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4284 // - If you want large meshes with more than 64K vertices, you can either:
4285 // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4286 // Most example backends already support this from 1.71. Pre-1.71 backends won't.
4287 // 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.
4288 // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4289 // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4290 // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4291 // Your own engine or render API may use different parameters or function calls to specify index sizes.
4292 // 2 and 4 bytes indices are generally supported by most graphics API.
4293 // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4294 // the 64K limit to split your draw commands in multiple draw lists.
4295 if (sizeof(ImDrawIdx) == 2)
4296 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4297
4298 out_list->push_back(draw_list);
4299}
4300
4301static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4302{

Callers 2

AddWindowToDrawDataFunction · 0.70
RenderMethod · 0.70

Calls 2

_PopUnusedDrawCmdMethod · 0.45
push_backMethod · 0.45

Tested by

no test coverage detected