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Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
This change partially reverts 9770c8b21d
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@ -14,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-05-05: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
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// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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@ -203,6 +204,35 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// OpenGL vertex attribute state
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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struct ImGui_ImplOpenGL3_VtxAttribState
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{
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GLint Enabled;
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GLint Size;
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GLint Type;
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GLint Normalized;
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GLint Stride;
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GLvoid* Ptr;
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};
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static void ImGui_ImplOpenGL3_BackupVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state)
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{
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &state->Enabled);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &state->Size);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &state->Type);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &state->Normalized);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &state->Stride);
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glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &state->Ptr);
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}
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static void ImGui_ImplOpenGL3_RestoreVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state)
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{
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glVertexAttribPointer(index, state->Size, state->Type, state->Normalized, state->Stride, state->Ptr);
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if (state->Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
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}
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#endif
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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@ -400,6 +430,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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#endif
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GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos, last_vtx_attrib_state_uv, last_vtx_attrib_state_color;
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ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos);
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ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv);
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ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
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#endif
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@ -509,6 +548,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindVertexArray(last_vertex_array_object);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos);
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ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv);
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ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color);
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#endif
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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@ -177,6 +177,7 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
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typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
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typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
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typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
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typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
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typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
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typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
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@ -193,6 +194,7 @@ GLAPI void APIENTRY glClear (GLbitfield mask);
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GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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GLAPI void APIENTRY glDisable (GLenum cap);
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GLAPI void APIENTRY glEnable (GLenum cap);
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GLAPI void APIENTRY glFlush (void);
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GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
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GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
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GLAPI GLenum APIENTRY glGetError (void);
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@ -244,6 +246,7 @@ typedef khronos_intptr_t GLintptr;
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_ELEMENT_ARRAY_BUFFER 0x8893
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
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#define GL_STREAM_DRAW 0x88E0
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typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
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typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
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@ -264,7 +267,13 @@ typedef khronos_int16_t GLshort;
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typedef khronos_int8_t GLbyte;
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typedef khronos_uint16_t GLushort;
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#define GL_BLEND_EQUATION_RGB 0x8009
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
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#define GL_BLEND_EQUATION_ALPHA 0x883D
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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#define GL_COMPILE_STATUS 0x8B81
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@ -280,6 +289,7 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
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typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
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typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
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typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
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typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
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typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
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typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
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typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
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@ -287,6 +297,8 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf
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typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
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typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
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typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
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typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
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typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
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typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
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typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
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@ -302,6 +314,7 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type);
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GLAPI void APIENTRY glDeleteProgram (GLuint program);
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GLAPI void APIENTRY glDeleteShader (GLuint shader);
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GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
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GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
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GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
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GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
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GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
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@ -309,6 +322,8 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize
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GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
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GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
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GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
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GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
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GLAPI void APIENTRY glLinkProgram (GLuint program);
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GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
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GLAPI void APIENTRY glUseProgram (GLuint program);
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@ -437,7 +452,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
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/* gl3w internal state */
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union GL3WProcs {
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GL3WglProc ptr[54];
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GL3WglProc ptr[58];
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struct {
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PFNGLACTIVETEXTUREPROC ActiveTexture;
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PFNGLATTACHSHADERPROC AttachShader;
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@ -462,10 +477,12 @@ union GL3WProcs {
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PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
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PFNGLDETACHSHADERPROC DetachShader;
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PFNGLDISABLEPROC Disable;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
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PFNGLDRAWELEMENTSPROC DrawElements;
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PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
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PFNGLENABLEPROC Enable;
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PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
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PFNGLFLUSHPROC Flush;
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PFNGLGENBUFFERSPROC GenBuffers;
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PFNGLGENTEXTURESPROC GenTextures;
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PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
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@ -479,6 +496,8 @@ union GL3WProcs {
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PFNGLGETSTRINGPROC GetString;
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PFNGLGETSTRINGIPROC GetStringi;
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PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
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PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
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PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
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PFNGLISENABLEDPROC IsEnabled;
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PFNGLLINKPROGRAMPROC LinkProgram;
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PFNGLPIXELSTOREIPROC PixelStorei;
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@ -522,10 +541,12 @@ GL3W_API extern union GL3WProcs imgl3wProcs;
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#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
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#define glDetachShader imgl3wProcs.gl.DetachShader
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#define glDisable imgl3wProcs.gl.Disable
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#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
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#define glDrawElements imgl3wProcs.gl.DrawElements
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#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
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#define glEnable imgl3wProcs.gl.Enable
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#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
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#define glFlush imgl3wProcs.gl.Flush
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#define glGenBuffers imgl3wProcs.gl.GenBuffers
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#define glGenTextures imgl3wProcs.gl.GenTextures
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#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
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@ -539,6 +560,8 @@ GL3W_API extern union GL3WProcs imgl3wProcs;
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#define glGetString imgl3wProcs.gl.GetString
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#define glGetStringi imgl3wProcs.gl.GetStringi
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#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
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#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
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#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
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#define glIsEnabled imgl3wProcs.gl.IsEnabled
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#define glLinkProgram imgl3wProcs.gl.LinkProgram
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#define glPixelStorei imgl3wProcs.gl.PixelStorei
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@ -709,10 +732,12 @@ static const char *proc_names[] = {
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"glDeleteVertexArrays",
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"glDetachShader",
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"glDisable",
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"glDisableVertexAttribArray",
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"glDrawElements",
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"glDrawElementsBaseVertex",
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"glEnable",
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"glEnableVertexAttribArray",
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"glFlush",
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"glGenBuffers",
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"glGenTextures",
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"glGenVertexArrays",
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@ -726,6 +751,8 @@ static const char *proc_names[] = {
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"glGetString",
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"glGetStringi",
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"glGetUniformLocation",
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"glGetVertexAttribPointerv",
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"glGetVertexAttribiv",
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"glIsEnabled",
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"glLinkProgram",
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"glPixelStorei",
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@ -249,6 +249,8 @@ Other Changes:
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- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
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- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups]
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- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex
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attribute states. [@rokups]
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- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
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Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
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