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Backends: OpenGL3: Reverted use of glBufferSubData(). (#4468, #4504, #3381, #2981, #4825, #4832, #5127)
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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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// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
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// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
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@ -272,12 +273,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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}
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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bd->UseBufferSubData = false;
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/*
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// Query vendor to enable glBufferSubData kludge
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#ifdef _WIN32
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if (const char* vendor = (const char*)glGetString(GL_VENDOR))
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if (strncmp(vendor, "Intel", 5) == 0)
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bd->UseBufferSubData = true;
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#endif
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*/
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#else
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bd->GlVersion = 200; // GLES 2
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#endif
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@ -495,9 +499,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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// Upload vertex/index buffers
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// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
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// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
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// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
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// - OpenGL drivers are in a very sorry state nowadays....
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// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
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// of leaks on Intel GPU when using multi-viewports on Windows.
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// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
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// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
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// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
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// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
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const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
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const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
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if (bd->UseBufferSubData)
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@ -204,6 +204,9 @@ Other Changes:
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(e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710)
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- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was
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registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut]
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- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported,
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and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes).
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(#4468, #4504, #3381, #2981, #4825, #4832, #5127).
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- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
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- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
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- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
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