Cleanup.
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3rdparty/ocornut-imgui/imgui.cpp
vendored
1
3rdparty/ocornut-imgui/imgui.cpp
vendored
@ -2259,6 +2259,7 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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const unsigned long long int max_vtx_idx = (unsigned long long int)1L << (sizeof(ImDrawIdx)*8);
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IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= max_vtx_idx);
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(void)max_vtx_idx;
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
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45
src/bgfx.cpp
45
src/bgfx.cpp
@ -868,27 +868,34 @@ namespace bgfx
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void Frame::blit(uint8_t _id, TextureHandle _dst, uint8_t _dstMip, uint16_t _dstX, uint16_t _dstY, uint16_t _dstZ, TextureHandle _src, uint8_t _srcMip, uint16_t _srcX, uint16_t _srcY, uint16_t _srcZ, uint16_t _width, uint16_t _height, uint16_t _depth)
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{
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uint16_t item = m_numBlitItems++;
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BX_WARN(m_numBlitItems < BGFX_CONFIG_MAX_BLIT_ITEMS
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, "Exceed number of available blit items per frame. BGFX_CONFIG_MAX_BLIT_ITEMS is %d. Skipping blit."
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, BGFX_CONFIG_MAX_BLIT_ITEMS
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);
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if (m_numBlitItems < BGFX_CONFIG_MAX_BLIT_ITEMS)
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{
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uint16_t item = m_numBlitItems++;
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BlitItem& bi = m_blitItem[item];
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bi.m_srcX = _srcX;
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bi.m_srcY = _srcY;
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bi.m_srcZ = _srcZ;
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bi.m_dstX = _dstX;
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bi.m_dstY = _dstY;
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bi.m_dstZ = _dstZ;
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bi.m_width = _width;
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bi.m_height = _height;
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bi.m_depth = _depth;
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bi.m_srcMip = _srcMip;
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bi.m_dstMip = _dstMip;
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bi.m_src = _src;
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bi.m_dst = _dst;
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BlitItem& bi = m_blitItem[item];
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bi.m_srcX = _srcX;
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bi.m_srcY = _srcY;
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bi.m_srcZ = _srcZ;
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bi.m_dstX = _dstX;
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bi.m_dstY = _dstY;
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bi.m_dstZ = _dstZ;
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bi.m_width = _width;
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bi.m_height = _height;
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bi.m_depth = _depth;
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bi.m_srcMip = _srcMip;
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bi.m_dstMip = _dstMip;
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bi.m_src = _src;
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bi.m_dst = _dst;
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BlitKey key;
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key.m_view = _id;
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key.m_item = item;
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m_blitKeys[item] = key.encode();
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BlitKey key;
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key.m_view = _id;
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key.m_item = item;
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m_blitKeys[item] = key.encode();
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}
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}
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void Frame::sort()
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