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Backends: using range-for to iterate draw_data->CmdLists[].
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@@ -223,7 +223,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
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if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
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return;
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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@@ -259,10 +259,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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// Render command lists
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size_t vertexBufferOffset = 0;
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size_t indexBufferOffset = 0;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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for (const ImDrawList* draw_list : draw_data->CmdLists)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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