Metrics: Fix metrics crash with viewports.

This commit is contained in:
Chris Savoie 2020-05-09 22:18:10 -07:00 committed by omar
parent 6636cb9f2f
commit c46b79846c

View File

@ -15318,10 +15318,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return ImRect(); return ImRect();
} }
static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb) static void NodeDrawCmdShowMeshAndBoundingBox(ImDrawList* fg_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
{ {
IM_ASSERT(show_mesh || show_aabb); IM_ASSERT(show_mesh || show_aabb);
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
// Draw wire-frame version of all triangles // Draw wire-frame version of all triangles
@ -15350,6 +15349,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
fg_draw_list->Flags = backup_flags; fg_draw_list->Flags = backup_flags;
} }
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label) static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label)
{ {
bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
@ -15388,7 +15388,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb); NodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
if (!pcmd_node_open) if (!pcmd_node_open)
continue; continue;
@ -15407,7 +15407,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
ImGui::Selectable(buf); ImGui::Selectable(buf);
if (ImGui::IsItemHovered() && fg_draw_list) if (ImGui::IsItemHovered() && fg_draw_list)
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false); NodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, elem_offset, true, false);
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.