Backends: OpenGL2/3: Backup and restore GL_UNPACK state in UpdateTexture(). Amends. (#9473, #8802)

Fix setting GL_UNPACK_ROW_LENGTH twice.
This commit is contained in:
ocornut
2026-07-15 18:19:07 +02:00
parent e3927dc004
commit 0ff4a8a900
3 changed files with 19 additions and 21 deletions

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@@ -26,11 +26,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
@@ -264,8 +264,6 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{
// Backup GL_UNPACK state that we modify, restore on exit.
// This prevents corrupting the caller's pixel store state when ImGui
// creates or updates textures mid-frame. (#8802, #9473)
GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));

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@@ -23,6 +23,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.
// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
@@ -32,7 +33,6 @@
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
@@ -668,21 +668,13 @@ static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
{
// Backup GL_UNPACK state that we modify, restore on exit.
// This prevents corrupting the caller's pixel store state when ImGui
// creates or updates textures mid-frame. (#8802, #9473)
#ifdef GL_UNPACK_ROW_LENGTH
GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));
#endif
GLint last_unpack_row_length = 0; (void)last_unpack_row_length;
GLint last_unpack_alignment = 0; (void)last_unpack_alignment;
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
#endif
}
@@ -706,6 +698,9 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store identifiers
@@ -728,7 +723,6 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
for (ImTextureRect& r : tex->Updates)
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#else
// GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
@@ -750,12 +744,13 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
ImGui_ImplOpenGL3_DestroyTexture(tex);
// Restore GL_UNPACK state
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
#ifdef GL_UNPACK_ROW_LENGTH
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
#endif
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.

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@@ -156,11 +156,16 @@ Other Changes:
- Metal4:
- Added new Metal 4 backend (forked from Metal 3 backend). (#9458, #9451) [@AmelieHeinrich]
- Added Metal-cpp support enabled with `IMGUI_IMPL_METAL_CPP` define. (#9461) [@MERL10N]
- OpenGL2:
- Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT when updating texture
to avoid altering caller GL state. (#8802, #9473) [@Turtle-PB]
- OpenGL3:
- GLSL version detection assume GLSL 410 when GL context is 4.1.
Fixes an issue running on macOS with Wine. [#9427, #6577) [@perminovVS]
- Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to
dynamically select between use of glBindSampler() and glTexParameter(). (#9378)
- Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT when updating texture
to avoid altering caller GL state. (#8802, #9473) [@Turtle-PB]
- SDL2:
- Restore SDL_StartTextInput()/SDL_StopTextInput() in IME handler for on-screen keyboard
support on Android. (#7636, #9474) [@Turtle-PB]