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Use draw list data to draw locks.
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788d9b77fc
commit
5aaa4fcaf7
@ -230,7 +230,7 @@ private:
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template<typename Adapter, typename V>
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int SkipGpuZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift );
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void DrawLockHeader( uint32_t id, const LockMap& lockmap, const SourceLocation& srcloc, bool hover, ImDrawList* draw, const ImVec2& wpos, float w, float ty, float offset, uint8_t tid );
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int DrawLocks( uint64_t tid, bool hover, double pxns, const ImVec2& wpos, int offset, LockHighlight& highlight, float yMin, float yMax );
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int DrawLocks( const TimelineContext& ctx, const std::vector<std::unique_ptr<LockDraw>>& lockDraw, uint64_t tid, int _offset, LockHighlight& highlight );
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void DrawPlotPoint( const ImVec2& wpos, float x, float y, int offset, uint32_t color, bool hover, bool hasPrev, const PlotItem* item, double prev, bool merged, PlotType type, PlotValueFormatting format, float PlotHeight, uint64_t name );
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void DrawPlotPoint( const ImVec2& wpos, float x, float y, int offset, uint32_t color, bool hover, bool hasPrev, double val, double prev, bool merged, PlotValueFormatting format, float PlotHeight );
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void DrawOptions();
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@ -28,8 +28,6 @@ void View::DrawThread( const TimelineContext& ctx, const ThreadData& thread, con
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const auto& wpos = ctx.wpos;
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const auto ty = ctx.ty;
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const auto ostep = ty + 1;
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const auto pxns = ctx.pxns;
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const auto hover = ctx.hover;
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const auto yMin = ctx.yMin;
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const auto yMax = ctx.yMax;
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const auto sty = ctx.sty;
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@ -77,7 +75,7 @@ void View::DrawThread( const TimelineContext& ctx, const ThreadData& thread, con
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if( m_vd.drawLocks )
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{
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const auto lockDepth = DrawLocks( thread.id, hover, pxns, wpos, offset, m_nextLockHighlight, yMin, yMax );
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const auto lockDepth = DrawLocks( ctx, lockDraw, thread.id, offset, m_nextLockHighlight );
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offset += sstep * lockDepth;
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depth += lockDepth;
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}
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