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Backends: OpenGL3: added HasBindSampler storage for readability and consistency.
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@@ -246,6 +246,7 @@ struct ImGui_ImplOpenGL3_Data
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasPolygonMode;
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bool HasBindSampler;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImVector<char> TempBuffer;
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@@ -396,6 +397,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// Detect extensions we support
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
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bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
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#endif
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
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@@ -495,7 +499,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
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if (bd->HasBindSampler)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
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#endif
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@@ -543,7 +547,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
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GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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#endif
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GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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@@ -668,7 +672,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->GlVersion >= 330 || bd->GlProfileIsES3)
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if (bd->HasBindSampler)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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