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fix max idx calculation
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34c3829277
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bd4036fbff
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@ -242,17 +242,21 @@ struct TransformerLogLog {
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// RENDERERS
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//-----------------------------------------------------------------------------
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template <typename T>
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struct MaxIdx { static const unsigned int Value; };
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const unsigned int MaxIdx<unsigned short>::Value = 65535;
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const unsigned int MaxIdx<unsigned int>::Value = 4294967295;
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/// Renders primitive shapes in bulk as efficiently as possible.
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template <typename Renderer>
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inline void RenderPrimitives(Renderer renderer, ImDrawList& DrawList) {
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unsigned int prims = renderer.Prims;
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unsigned int prims = renderer.Prims;
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unsigned int prims_culled = 0;
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unsigned int idx = 0;
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static const unsigned int max_idx = (unsigned int)(ImPow(2.0f, (float)(sizeof(ImDrawIdx) * 8)) - 1);
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unsigned int idx = 0;
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const ImVec2 uv = DrawList._Data->TexUvWhitePixel;
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while (prims) {
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// find how many can be reserved up to end of current draw command's limit
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unsigned int cnt = (unsigned int)ImMin(prims, (max_idx - DrawList._VtxCurrentIdx) / Renderer::VtxConsumed);
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unsigned int cnt = ImMin(prims, (MaxIdx<ImDrawIdx>::Value - DrawList._VtxCurrentIdx) / Renderer::VtxConsumed);
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// make sure at least this many elements can be rendered to avoid situations where at the end of buffer this slow path is not taken all the time
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if (cnt >= ImMin(64u, prims)) {
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if (prims_culled >= cnt)
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@ -268,7 +272,7 @@ inline void RenderPrimitives(Renderer renderer, ImDrawList& DrawList) {
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DrawList.PrimUnreserve(prims_culled * Renderer::IdxConsumed, prims_culled * Renderer::VtxConsumed);
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prims_culled = 0;
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}
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cnt = (unsigned int)ImMin(prims, (max_idx - 0/*DrawList._VtxCurrentIdx*/) / Renderer::VtxConsumed);
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cnt = ImMin(prims, (MaxIdx<ImDrawIdx>::Value - 0/*DrawList._VtxCurrentIdx*/) / Renderer::VtxConsumed);
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DrawList.PrimReserve(cnt * Renderer::IdxConsumed, cnt * Renderer::VtxConsumed); // reserve new draw command
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}
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prims -= cnt;
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