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Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
Backends: Normalize clipping rect handling across backends. + Squashed amends.
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@ -442,26 +442,22 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
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continue;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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// Apply scissor/clipping rectangle
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glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
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// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->GlVersion >= 320)
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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else
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if (bd->GlVersion >= 320)
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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else
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#endif
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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}
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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}
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}
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}
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