Backends: OpenGL3: Fix building with pre-3.2 GL bindings which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]

This commit is contained in:
omar 2019-10-25 11:56:36 +02:00
parent 4d0c88e9e6
commit f002a11898
2 changed files with 19 additions and 17 deletions

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@ -73,6 +73,8 @@ Other Changes:
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] - Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. - Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
- Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto] - Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto]
- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] - Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example - CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example

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@ -13,6 +13,7 @@
// 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)
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. // 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. // 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
@ -77,7 +78,7 @@
#include "TargetConditionals.h" #include "TargetConditionals.h"
#endif #endif
// Auto-detect GL version // Auto-enable GLES on matching platforms
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
@ -99,9 +100,9 @@
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3) #elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3 #include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else #else
#include <GLES3/gl3.h> // Use GL ES 3 #include <GLES3/gl3.h> // Use GL ES 3
#endif #endif
#else #else
// About Desktop OpenGL function loaders: // About Desktop OpenGL function loaders:
@ -119,16 +120,16 @@
#endif #endif
#endif #endif
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) #if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 0 #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
#else #else
#define IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX 1 #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
#endif #endif
// OpenGL Data // OpenGL Data
static char g_GlslVersionString[32] = ""; static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
static GLuint g_GlVersion = 0; static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
@ -138,11 +139,11 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions // Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{ {
// query for GL version // Query for GL version
#if !defined(IMGUI_IMPL_OPENGL_ES2) #if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor; GLint major, minor;
glGetIntegerv (GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv (GL_MINOR_VERSION, &minor); glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = major * 1000 + minor; g_GlVersion = major * 1000 + minor;
#else #else
g_GlVersion = 2000; // GLES 2 g_GlVersion = 2000; // GLES 2
@ -151,12 +152,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
// Setup back-end capabilities flags // Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3"; io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 3200) if (g_GlVersion >= 3200)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif #endif
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. // Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 100"; glsl_version = "#version 100";
@ -356,14 +358,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_MAY_HAVE_DRAW_WITH_BASE_VERTEX #if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 3200) if (g_GlVersion >= 3200)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#endif #endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
} }
} }
} }