From 825f699bde188a5c471e0c424009699165d39a3d Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 17 Sep 2020 09:33:48 +0200 Subject: [PATCH] Backends: OpenGL3: Amends (#3467, #1985) --- docs/CHANGELOG.txt | 2 ++ examples/imgui_impl_dx12.cpp | 1 + examples/imgui_impl_opengl3.cpp | 31 ++++++++++++++++--------------- 3 files changed, 19 insertions(+), 15 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 50af78753..7df469438 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -70,6 +70,8 @@ Other Changes: a fully clipped column. (#3475) [@szreder] - Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. - Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console'). +- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have + the defines set by a loader. (#3467, #1985) [@jjwebb] - Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their own render pass. (#3455, #3459) [@FunMiles] - Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index c33ca64fc..8d3ee4176 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index a24de1ff6..8a1f58739 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. // 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. // 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. // 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. @@ -81,7 +82,6 @@ #include // intptr_t #endif - // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) #include @@ -124,10 +124,13 @@ using namespace gl; #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. -#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0 -#else -#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1 +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ has glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif // OpenGL Data @@ -155,7 +158,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_opengl3"; -#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif @@ -264,8 +267,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); -#if (!defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)) - if(g_GlVersion > 320) +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (g_GlVersion >= 330) glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif @@ -301,10 +304,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glActiveTexture(GL_TEXTURE0); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); -#if (!defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)) - GLuint last_sampler; - if(g_GlVersion > 320) - glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_ES2 @@ -376,7 +377,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); -#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (g_GlVersion >= 320) 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); else @@ -395,8 +396,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); -#if (!defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)) - if(g_GlVersion > 320) +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (g_GlVersion >= 330) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture);