Examples: Vulkan: Using IM_ARRAYSIZE() where possible.

This commit is contained in:
omar 2019-04-01 18:12:24 +02:00
parent 3a737e665a
commit e3cd6b1cbb

View File

@ -212,7 +212,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
VkResult err; VkResult err;
FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex]; FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex];
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; g_FrameIndex = (g_FrameIndex + 1) % IM_ARRAYSIZE(g_FramesDataBuffers);
// Create the Vertex and Index buffers: // Create the Vertex and Index buffers:
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
@ -694,7 +694,7 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects()
{ {
ImGui_ImplVulkan_InvalidateFontUploadObjects(); ImGui_ImplVulkan_InvalidateFontUploadObjects();
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) for (int i = 0; i < IM_ARRAYSIZE(g_FramesDataBuffers); i++)
{ {
FrameDataForRender* fd = &g_FramesDataBuffers[i]; FrameDataForRender* fd = &g_FramesDataBuffers[i];
if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; } if (fd->VertexBuffer) { vkDestroyBuffer (g_Device, fd->VertexBuffer, g_Allocator); fd->VertexBuffer = VK_NULL_HANDLE; }
@ -867,7 +867,7 @@ void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_
// Create Command Buffers // Create Command Buffers
VkResult err; VkResult err;
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) for (int i = 0; i < IM_ARRAYSIZE(wd->Frames); i++)
{ {
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i];
{ {
@ -1068,7 +1068,7 @@ void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, I
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
//vkQueueWaitIdle(g_Queue); //vkQueueWaitIdle(g_Queue);
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) for (int i = 0; i < IM_ARRAYSIZE(wd->Frames); i++)
{ {
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i]; ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[i];
vkDestroyFence(device, fd->Fence, allocator); vkDestroyFence(device, fd->Fence, allocator);