More debug-build friendly ImVector<> use micro optimisations for the most bottle-neck bunchs
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bfa7d86070
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24
imgui.cpp
24
imgui.cpp
@ -8798,10 +8798,8 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
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for (int i = 1; i < window->DC.ColumnsCount; i++)
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{
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float x = window->Pos.x + GetColumnOffset(i);
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const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(i);
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const ImRect column_rect(ImVec2(x-4,y1),ImVec2(x+4,y2));
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if (IsClippedEx(column_rect, &column_id, false))
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continue;
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@ -8996,7 +8994,7 @@ void ImDrawList::AddDrawCmd()
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void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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{
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ImDrawCmd* current_cmd = cmd_buffer.empty() ? NULL : &cmd_buffer.back();
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ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
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if (!current_cmd || current_cmd->elem_count != 0 || current_cmd->user_callback != NULL)
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{
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AddDrawCmd();
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@ -9012,15 +9010,15 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
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void ImDrawList::UpdateClipRect()
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{
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ImDrawCmd* current_cmd = cmd_buffer.empty() ? NULL : &cmd_buffer.back();
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ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
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if (!current_cmd || (current_cmd->elem_count != 0) || current_cmd->user_callback != NULL)
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{
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AddDrawCmd();
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}
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else
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{
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ImVec4 current_clip_rect = clip_rect_stack.empty() ? GNullClipRect : clip_rect_stack.back();
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if (cmd_buffer.Size >= 2 && ImLengthSqr(cmd_buffer[cmd_buffer.Size-2].clip_rect - current_clip_rect) < 0.00001f)
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ImVec4 current_clip_rect = clip_rect_stack.Size ? clip_rect_stack.back() : GNullClipRect;
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if (cmd_buffer.Size >= 2 && ImLengthSqr(cmd_buffer.Data[cmd_buffer.Size-2].clip_rect - current_clip_rect) < 0.00001f)
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cmd_buffer.pop_back();
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else
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current_cmd->clip_rect = current_clip_rect;
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@ -9052,16 +9050,12 @@ void ImDrawList::PopClipRect()
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void ImDrawList::UpdateTextureID()
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{
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ImDrawCmd* current_cmd = cmd_buffer.empty() ? NULL : &cmd_buffer.back();
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const ImTextureID texture_id = texture_id_stack.empty() ? NULL : texture_id_stack.back();
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ImDrawCmd* current_cmd = cmd_buffer.Size ? &cmd_buffer.back() : NULL;
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const ImTextureID texture_id = texture_id_stack.Size ? texture_id_stack.back() : NULL;
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if (!current_cmd || (current_cmd->elem_count != 0 && current_cmd->texture_id != texture_id) || current_cmd->user_callback != NULL)
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{
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AddDrawCmd();
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}
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else
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{
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current_cmd->texture_id = texture_id;
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}
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}
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void ImDrawList::PushTextureID(const ImTextureID& texture_id)
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@ -9079,16 +9073,16 @@ void ImDrawList::PopTextureID()
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void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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{
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ImDrawCmd& draw_cmd = cmd_buffer.back();
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ImDrawCmd& draw_cmd = cmd_buffer.Data[cmd_buffer.Size-1];
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draw_cmd.elem_count += idx_count;
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int vtx_buffer_size = vtx_buffer.Size;
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vtx_buffer.resize(vtx_buffer_size + vtx_count);
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vtx_write = &vtx_buffer[vtx_buffer_size];
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vtx_write = vtx_buffer.Data + vtx_buffer_size;
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int idx_buffer_size = idx_buffer.Size;
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idx_buffer.resize(idx_buffer_size + idx_count);
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idx_write = &idx_buffer[idx_buffer_size];
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idx_write = idx_buffer.Data + idx_buffer_size;
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}
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void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
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