Backends: OpenGL: Partially revert 1.86 change of using glBufferSubData(): now only done on Intel GPUs. (#4468, #3381, #2981, #4825, #4832, #5127)

Essentially reverts 389982eb for non-Intel GPUs + update imgui_impl_opengl3_loader.h
Amended once (force-pushed).
This commit is contained in:
ocornut 2022-05-23 12:44:34 +02:00
parent 7bf07d2526
commit ca222d30c8
3 changed files with 40 additions and 10 deletions

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@ -14,6 +14,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 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).
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
@ -193,6 +194,7 @@ struct ImGui_ImplOpenGL3_Data
GLsizeiptr VertexBufferSize; GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize; GLsizeiptr IndexBufferSize;
bool HasClipOrigin; bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@ -261,6 +263,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor); sscanf(gl_version, "%d.%d", &major, &minor);
} }
bd->GlVersion = (GLuint)(major * 100 + minor * 10); bd->GlVersion = (GLuint)(major * 100 + minor * 10);
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
//printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#else #else
bd->GlVersion = 200; // GLES 2 bd->GlVersion = 200; // GLES 2
#endif #endif
@ -474,8 +484,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); // - 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)
GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size) if (bd->VertexBufferSize < vtx_buffer_size)
{ {
bd->VertexBufferSize = vtx_buffer_size; bd->VertexBufferSize = vtx_buffer_size;
@ -488,6 +503,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
} }
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
}
else
{
glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {

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@ -164,6 +164,8 @@ typedef khronos_uint8_t GLubyte;
#define GL_FLOAT 0x1406 #define GL_FLOAT 0x1406
#define GL_RGBA 0x1908 #define GL_RGBA 0x1908
#define GL_FILL 0x1B02 #define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02 #define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03 #define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601 #define GL_LINEAR 0x2601

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@ -121,6 +121,13 @@ Other Changes:
- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd] - Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd]
- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with - Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with
multiple contexts. (#5203, #5221, #4141) [@noisewuwei] multiple contexts. (#5203, #5221, #4141) [@noisewuwei]
- Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and
Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel
with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other
GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based
on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers.
Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on
application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127).
- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING - Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING
and vertex attribute states. [@rokups] and vertex attribute states. [@rokups]
- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632) - Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)