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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt
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@@ -16,6 +16,7 @@
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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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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
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// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
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// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
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@@ -206,6 +207,8 @@ struct ImGui_ImplOpenGL3_Data
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{
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GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
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bool GlProfileIsCompat;
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GLint GlProfileMask;
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GLuint FontTexture;
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GLuint ShaderHandle;
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GLint AttribLocationTex; // Uniforms location
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@@ -290,6 +293,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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sscanf(gl_version, "%d.%d", &major, &minor);
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}
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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#if defined(GL_CONTEXT_PROFILE_MASK)
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
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bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
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#endif
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bd->UseBufferSubData = false;
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/*
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@@ -366,6 +373,7 @@ void ImGui_ImplOpenGL3_Shutdown()
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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@@ -623,8 +631,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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#endif
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#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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#endif
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// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
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if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
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{
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glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
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glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
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}
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else
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{
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glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
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}
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#endif // IMGUI_IMPL_HAS_POLYGON_MODE
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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(void)bd; // Not all compilation paths use this
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