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# Conflicts: # backends/imgui_impl_opengl3.cpp
This commit is contained in:
@@ -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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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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// 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.
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// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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@@ -98,6 +99,9 @@
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#else
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#include <stdint.h> // intptr_t
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#endif
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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// Clang warnings with -Weverything
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#if defined(__clang__)
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@@ -123,9 +127,6 @@
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#include <GLES2/gl2ext.h>
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#endif
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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#if defined(__APPLE__)
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#include <TargetConditionals.h>
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#endif
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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@@ -195,6 +196,7 @@ struct ImGui_ImplOpenGL3_Data
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@@ -267,6 +269,14 @@ 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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// 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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//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]
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#else
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bd->GlVersion = 200; // GLES 2
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#endif
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@@ -485,20 +495,31 @@ 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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GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
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GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
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if (bd->VertexBufferSize < vtx_buffer_size)
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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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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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{
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bd->VertexBufferSize = vtx_buffer_size;
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glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
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if (bd->VertexBufferSize < vtx_buffer_size)
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{
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bd->VertexBufferSize = vtx_buffer_size;
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glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
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}
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if (bd->IndexBufferSize < idx_buffer_size)
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{
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bd->IndexBufferSize = idx_buffer_size;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
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}
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if (bd->IndexBufferSize < idx_buffer_size)
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else
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{
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bd->IndexBufferSize = idx_buffer_size;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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