Debug: move debug assertion in post-clip code to reduce overhead. (#4796 and more).
Amend c80179921
diff --git a/imgui.cpp b/imgui.cpp
index b2c13fc..dee3284 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -9613,6 +9613,7 @@
// Advance cursor given item size for layout.
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
+// THIS IS IN THE PERFORMANCE CRITICAL PATH.
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
{
ImGuiContext& g = *GImGui;
@@ -9652,6 +9653,7 @@
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
+// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
{
ImGuiContext& g = *GImGui;
@@ -9666,11 +9668,11 @@
g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
// Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
- // Directional navigation processing
if (id != 0)
{
KeepAliveID(id);
+ // Directional navigation processing
// Runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
@@ -9689,12 +9691,9 @@
if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
NavProcessItem();
}
-
- // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
- // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
- // READ THE FAQ: https://dearimgui.com/faq
- IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
}
+
+ // Lightweight clear of SetNextItemXXX data.
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
g.NextItemData.ItemFlags = ImGuiItemFlags_None;
@@ -9704,7 +9703,7 @@
#endif
// Clipping test
- // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
+ // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
//const bool is_clipped = IsClippedEx(bb, id);
//if (is_clipped)
// return false;
@@ -9716,12 +9715,20 @@
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
- if (id != 0 && id == g.DebugLocateId)
- DebugLocateItemResolveWithLastItem();
-#endif
+ if (id != 0)
+ {
+ if (id == g.DebugLocateId)
+ DebugLocateItemResolveWithLastItem();
+
+ // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
+ // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
+ // READ THE FAQ: https://dearimgui.com/faq
+ IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
+ }
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
//if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
// window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
+#endif
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (is_rect_visible)