mirror of https://github.com/ocornut/imgui
InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more than ~16 KB characters. (#3349)
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@ -37,6 +37,11 @@ HOW TO UPDATE?
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Other Changes:
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- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more
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than ~16 KB characters. (Note that current code is going to show corrupted display if after
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clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText
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call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare
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but it will be addressed later). (#3349)
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- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based
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path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben]
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- This change will facilitate the wider use of thick borders in future style changes.
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@ -308,7 +308,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
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- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
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- font/draw: need to be able to specify wrap start position.
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- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
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- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
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- font/draw: fix for drawing 16k+ visible characters in same call.
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- font/draw: underline, squiggle line rendering helpers.
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- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
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- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
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@ -517,7 +517,7 @@ void ImDrawList::_OnChangedVtxOffset()
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// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
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_VtxCurrentIdx = 0;
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ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
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IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
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//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
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if (curr_cmd->ElemCount != 0)
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{
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AddDrawCmd();
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@ -582,6 +582,9 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
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if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
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{
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// FIXME: In theory we should be testing that vtx_count <64k here.
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// In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
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// to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
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_CmdHeader.VtxOffset = VtxBuffer.Size;
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_OnChangedVtxOffset();
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}
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