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

This commit is contained in:
Turtle Dove
2026-07-15 07:58:39 -05:00
committed by ocornut
parent 35a7e8e864
commit e3927dc004
2 changed files with 30 additions and 1 deletions

View File

@@ -30,6 +30,7 @@
// 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)
@@ -262,6 +263,12 @@ 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));
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
@@ -318,6 +325,10 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
// Restore GL_UNPACK state
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()