Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. (amends)

This commit is contained in:
ocornut 2022-05-13 18:04:06 +02:00
parent b7686a88e9
commit 60bea052a9
2 changed files with 27 additions and 34 deletions

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@ -14,7 +14,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-05-05: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 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.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
@ -204,33 +204,28 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// OpenGL vertex attribute state // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState struct ImGui_ImplOpenGL3_VtxAttribState
{ {
GLint Enabled; GLint Enabled, Size, Type, Normalized, Stride;
GLint Size;
GLint Type;
GLint Normalized;
GLint Stride;
GLvoid* Ptr; GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
}; };
static void ImGui_ImplOpenGL3_BackupVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &state->Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &state->Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &state->Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &state->Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &state->Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &state->Ptr);
}
static void ImGui_ImplOpenGL3_RestoreVertexAttribState(GLint index, ImGui_ImplOpenGL3_VtxAttribState* state)
{
glVertexAttribPointer(index, state->Size, state->Type, state->Normalized, state->Stride, state->Ptr);
if (state->Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
#endif #endif
// Functions // Functions
@ -430,14 +425,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif #endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos, last_vtx_attrib_state_uv, last_vtx_attrib_state_color; ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color);
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
@ -550,9 +543,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif #endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);

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@ -113,6 +113,8 @@ Other Changes:
- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd] - Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd]
- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with - Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with
multiple contexts. (#5203, #5221, #4141) [@noisewuwei] multiple contexts. (#5203, #5221, #4141) [@noisewuwei]
- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING
and vertex attribute states. [@rokups]
- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632) - Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821) - Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)
@ -249,8 +251,6 @@ Other Changes:
- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] - Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups] - Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups]
- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex
attribute states. [@rokups]
- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz] - Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but - Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but