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@ -70,6 +70,8 @@ Other Changes:
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a fully clipped column. (#3475) [@szreder]
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- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
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- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
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- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
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the defines set by a loader. (#3467, #1985) [@jjwebb]
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- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
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own render pass. (#3455, #3459) [@FunMiles]
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- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining
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@ -15,6 +15,7 @@
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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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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -13,6 +13,7 @@
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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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// 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.
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// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
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// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
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// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
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@ -81,7 +82,6 @@
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#include <stdint.h> // intptr_t
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#endif
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// GL includes
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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#include <GLES2/gl2.h>
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@ -124,10 +124,13 @@ using namespace gl;
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#endif
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// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
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#else
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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#endif
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// Desktop GL 3.3+ has glBindSampler()
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
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#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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#endif
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// OpenGL Data
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@ -155,7 +158,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_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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#endif
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@ -264,8 +267,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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glUniform1i(g_AttribLocationTex, 0);
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glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
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#if (!defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3))
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if(g_GlVersion > 320)
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (g_GlVersion >= 330)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
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#endif
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@ -301,10 +304,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glActiveTexture(GL_TEXTURE0);
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GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
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GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
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#if (!defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3))
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GLuint last_sampler;
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if(g_GlVersion > 320)
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glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
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#endif
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GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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@ -376,7 +377,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_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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else
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@ -395,8 +396,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Restore modified GL state
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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#if (!defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3))
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if(g_GlVersion > 320)
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (g_GlVersion >= 330)
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glBindSampler(0, last_sampler);
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#endif
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glActiveTexture(last_active_texture);
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