From 16da8e6da6ae58c9ab639eb678d69bd22e729528 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 10 Jun 2020 17:54:19 +0200 Subject: [PATCH] Revert "Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)" This reverts commit 9b3ce494fdee20f56ee672febe2f9d737a3927cc. --- docs/CHANGELOG.txt | 2 -- imgui.cpp | 7 +------ imgui_internal.h | 1 - imgui_widgets.cpp | 29 ++++------------------------- 4 files changed, 5 insertions(+), 34 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 90e06972..9ca3d387 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -46,8 +46,6 @@ Other Changes: flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick). - TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick or _OpenOnArrow would open the node. (#143) -- Columns: Lower overhead on column switches and switching to background channel (some of our stress - tests in debug builds went 3->2 ms). Benefits Columns but was primarily made with Tables in mind! - Style: Added style.TabMinWidthForUnselectedCloseButton settings. Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS). Set to FLT_MAX to only display a close button when selected (merely hovering is not enough). diff --git a/imgui.cpp b/imgui.cpp index b05f969a..4f66fda2 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4168,12 +4168,7 @@ static void SetupDrawData(ImVector* draw_lists, ImDrawData* draw_da } } -// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. -// - When using this function it is sane to ensure that float are perfectly rounded to integer values, -// so that e.g. (int)(max.x-min.x) in user's render produce correct result. -// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): -// some frequently called functions which to modify both channels and clipping simultaneously tend to use a more -// specialized code path to added extraneous updates of the underlying ImDrawCmd. +// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) { ImGuiWindow* window = GetCurrentWindow(); diff --git a/imgui_internal.h b/imgui_internal.h index b07c5568..7b15e63f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -435,7 +435,6 @@ struct IMGUI_API ImRect void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } - ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; // Helper: ImBitArray diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7d5bc5cf..2ba7c6b4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7549,11 +7549,6 @@ void ImGui::PushColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; - - // Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop - //if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PushColumnsBackground()\n"); - window->DrawList->_CmdHeader.ClipRect = columns->HostClipRect.ToVec4(); - columns->Splitter.SetCurrentChannel(window->DrawList, 0); int cmd_size = window->DrawList->CmdBuffer.Size; PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false); @@ -7567,12 +7562,6 @@ void ImGui::PopColumnsBackground() ImGuiColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; - - // Set cmd header ahead to avoid SetCurrentChannel+PushClipRect doing an unnecessary AddDrawCmd/Pop - //if (window->DrawList->Flags & ImDrawListFlags_Debug) IMGUI_DEBUG_LOG("PopColumnsBackground()\n"); - ImVec4 pop_clip_rect = window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 2]; - window->DrawList->_CmdHeader.ClipRect = pop_clip_rect; - columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); PopClipRect(); } @@ -7695,22 +7684,11 @@ void ImGui::NextColumn() return; } PopItemWidth(); - - // Next column - if (++columns->Current == columns->Count) - columns->Current = 0; - - // As a small optimization, to avoid doing PopClipRect() + SetCurrentChannel() + PushClipRect() - // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), - // We use a shortcut: we override ClipRect in window and drawlist's CmdHeader + SetCurrentChannel(). - ImGuiColumnData* column = &columns->Columns[columns->Current]; - window->ClipRect = column->ClipRect; - window->DrawList->_CmdHeader.ClipRect = column->ClipRect.ToVec4(); - //PopClipRect(); + PopClipRect(); const float column_padding = g.Style.ItemSpacing.x; columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - if (columns->Current > 0) + if (++columns->Current < columns->Count) { // Columns 1+ ignore IndentX (by canceling it out) // FIXME-COLUMNS: Unnecessary, could be locked? @@ -7723,6 +7701,7 @@ void ImGui::NextColumn() // Column 0 honor IndentX window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); columns->Splitter.SetCurrentChannel(window->DrawList, 1); + columns->Current = 0; columns->LineMinY = columns->LineMaxY; } window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -7730,7 +7709,7 @@ void ImGui::NextColumn() window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; - //PushColumnClipRect(columns->Current); + PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite? // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. float offset_0 = GetColumnOffset(columns->Current);