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@@ -30,6 +30,7 @@
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// 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)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
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// 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)
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// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
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@@ -262,6 +263,12 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
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{
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// Backup GL_UNPACK state that we modify, restore on exit.
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// This prevents corrupting the caller's pixel store state when ImGui
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// creates or updates textures mid-frame. (#8802, #9473)
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GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
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GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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// Create and upload new texture to graphics system
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@@ -318,6 +325,10 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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}
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// Restore GL_UNPACK state
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
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GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
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}
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bool ImGui_ImplOpenGL2_CreateDeviceObjects()
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@@ -32,6 +32,7 @@
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
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// 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.
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// 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)
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// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
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// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
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// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
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@@ -666,7 +667,16 @@ static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
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void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
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{
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// FIXME: Consider backing up and restoring
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// Backup GL_UNPACK state that we modify, restore on exit.
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// This prevents corrupting the caller's pixel store state when ImGui
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// creates or updates textures mid-frame. (#8802, #9473)
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#ifdef GL_UNPACK_ROW_LENGTH
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GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
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#endif
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#ifdef GL_UNPACK_ALIGNMENT
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GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));
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#endif
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if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
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{
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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@@ -738,6 +748,14 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
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}
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else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
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ImGui_ImplOpenGL3_DestroyTexture(tex);
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// Restore GL_UNPACK state
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#ifdef GL_UNPACK_ROW_LENGTH
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
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#endif
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#ifdef GL_UNPACK_ALIGNMENT
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GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
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#endif
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}
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// 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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