Backends: OpenGL3: Reverted use of glBufferSubData(). (#4468, #4504, #3381, #2981, #4825, #4832, #5127)
This commit is contained in:
parent
f0ad810553
commit
b8b0f9d02e
@ -14,6 +14,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
|
||||
// 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).
|
||||
@ -272,12 +273,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
}
|
||||
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
|
||||
bd->UseBufferSubData = false;
|
||||
/*
|
||||
// Query vendor to enable glBufferSubData kludge
|
||||
#ifdef _WIN32
|
||||
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
|
||||
if (strncmp(vendor, "Intel", 5) == 0)
|
||||
bd->UseBufferSubData = true;
|
||||
#endif
|
||||
*/
|
||||
#else
|
||||
bd->GlVersion = 200; // GLES 2
|
||||
#endif
|
||||
@ -495,9 +499,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
|
||||
// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
|
||||
// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
|
||||
// - OpenGL drivers are in a very sorry state nowadays....
|
||||
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
|
||||
// of leaks on Intel GPU when using multi-viewports on Windows.
|
||||
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
|
||||
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
|
||||
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
|
||||
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
|
||||
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
|
||||
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
|
||||
if (bd->UseBufferSubData)
|
||||
|
@ -204,6 +204,9 @@ Other Changes:
|
||||
(e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710)
|
||||
- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was
|
||||
registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut]
|
||||
- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported,
|
||||
and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes).
|
||||
(#4468, #4504, #3381, #2981, #4825, #4832, #5127).
|
||||
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
|
||||
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
|
||||
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
|
||||
|
Loading…
Reference in New Issue
Block a user