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https://github.com/Drezil/imgui.git
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ImDrawList: Fixed bug with PopClipRect() sometimes altering TextureId + fixed merging of draw calls with same TextureId
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@ -9224,7 +9224,7 @@ void ImGui::ShowMetricsWindow(bool* opened)
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ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
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continue;
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}
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ImGui::BulletText("Draw %d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
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ImGui::BulletText("Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
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if (show_clip_rects && ImGui::IsItemHovered())
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{
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ImRect clip_rect = pcmd->ClipRect;
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@ -94,7 +94,7 @@ using namespace IMGUI_STB_NAMESPACE;
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// ImDrawList
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//-----------------------------------------------------------------------------
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static ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
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static const ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
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void ImDrawList::Clear()
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{
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@ -134,11 +134,15 @@ void ImDrawList::ClearFreeMemory()
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_Channels.clear();
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}
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// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
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#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect)
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#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
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void ImDrawList::AddDrawCmd()
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{
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ImDrawCmd draw_cmd;
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draw_cmd.ClipRect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
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draw_cmd.TextureId = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
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draw_cmd.ClipRect = GetCurrentClipRect();
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draw_cmd.TextureId = GetCurrentTextureId();
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IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
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CmdBuffer.push_back(draw_cmd);
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@ -155,27 +159,52 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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current_cmd->UserCallback = callback;
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current_cmd->UserCallbackData = callback_data;
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// Force a new command after us (we function this way so that the most common calls AddLine, AddRect, etc. always have a command to add to without doing any check).
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AddDrawCmd();
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AddDrawCmd(); // Force a new command after us (see comment below)
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}
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// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
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// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
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void ImDrawList::UpdateClipRect()
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{
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ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
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// If current command is used with different settings we need to add a new command
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const ImVec4 curr_clip_rect = GetCurrentClipRect();
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ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;
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if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
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{
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AddDrawCmd();
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return;
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}
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// Try to merge with previous command if it matches, else use current command
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ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? &CmdBuffer.Data[CmdBuffer.Size-2] : NULL;
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if (prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId())
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CmdBuffer.pop_back();
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else
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{
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ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
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if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
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CmdBuffer.pop_back();
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else
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current_cmd->ClipRect = current_clip_rect;
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}
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curr_cmd->ClipRect = curr_clip_rect;
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}
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void ImDrawList::UpdateTextureID()
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{
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// If current command is used with different settings we need to add a new command
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const ImTextureID curr_texture_id = GetCurrentTextureId();
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ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
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{
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AddDrawCmd();
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return;
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}
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// Try to merge with previous command if it matches, else use current command
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ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? &CmdBuffer.Data[CmdBuffer.Size-2] : NULL;
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if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0)
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CmdBuffer.pop_back();
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else
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curr_cmd->TextureId = curr_texture_id;
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}
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#undef GetCurrentClipRect
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#undef GetCurrentTextureId
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// Scissoring. The values in clip_rect are x1, y1, x2, y2.
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void ImDrawList::PushClipRect(const ImVec4& clip_rect)
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{
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@ -199,16 +228,6 @@ void ImDrawList::PopClipRect()
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UpdateClipRect();
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}
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void ImDrawList::UpdateTextureID()
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{
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ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
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const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
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if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
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AddDrawCmd();
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else
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current_cmd->TextureId = texture_id;
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}
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void ImDrawList::PushTextureID(const ImTextureID& texture_id)
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{
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_TextureIdStack.push_back(texture_id);
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