Backends: OpenGL: Add ability to #define IMGUI_IMPL_OPENGL_DEBUG. (#4468, #4825, #4832, #5127, #5655, #5709)
# Conflicts: # backends/imgui_impl_opengl3.cpp
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
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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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@ -180,6 +181,15 @@
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
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#endif
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// [Debugging]
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//#define IMGUI_IMPL_OPENGL_DEBUG
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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#include <stdio.h>
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#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
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#else
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#define GL_CALL(_CALL) _CALL // Call without error check
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#endif
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// OpenGL Data
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struct ImGui_ImplOpenGL3_Data
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{
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@ -276,11 +286,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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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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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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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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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -384,7 +397,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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@ -414,14 +427,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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#endif
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// Bind vertex/index buffers and setup attributes for ImDrawVert
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glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
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glEnableVertexAttribArray(bd->AttribLocationVtxPos);
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glEnableVertexAttribArray(bd->AttribLocationVtxUV);
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glEnableVertexAttribArray(bd->AttribLocationVtxColor);
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glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
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glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
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glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
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GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
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GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
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GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
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GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
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GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
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GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
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GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
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}
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// OpenGL3 Render function.
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@ -481,7 +494,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
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GLuint vertex_array_object = 0;
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glGenVertexArrays(1, &vertex_array_object);
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GL_CALL(glGenVertexArrays(1, &vertex_array_object));
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#endif
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ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
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@ -505,20 +518,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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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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GL_CALL(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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GL_CALL(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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GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
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GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
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}
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else
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{
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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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GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
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GL_CALL(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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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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@ -542,23 +555,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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continue;
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// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
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glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
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GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
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GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->GlVersion >= 320)
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
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else
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#endif
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glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
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GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
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}
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}
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}
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// Destroy the temporary VAO
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glDeleteVertexArrays(1, &vertex_array_object);
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GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
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#endif
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// Restore modified GL state
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@ -611,21 +624,21 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &bd->FontTexture));
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GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
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return true;
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}
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