diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 884544a52..0347e1d04 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -14,7 +14,7 @@ // CHANGELOG // (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. // 2021-08-23: 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. @@ -204,33 +204,28 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() 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 struct ImGui_ImplOpenGL3_VtxAttribState { - GLint Enabled; - GLint Size; - GLint Type; - GLint Normalized; - GLint Stride; + GLint Enabled, Size, Type, Normalized, Stride; 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 // 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; } #endif 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 + // 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); - ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos, last_vtx_attrib_state_uv, last_vtx_attrib_state_color; - ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); - ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); - ImGui_ImplOpenGL3_BackupVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); #endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY 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); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); - ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxPos, &last_vtx_attrib_state_pos); - ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxUV, &last_vtx_attrib_state_uv); - ImGui_ImplOpenGL3_RestoreVertexAttribState(bd->AttribLocationVtxColor, &last_vtx_attrib_state_color); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); #endif 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); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c21683f12..5400e0482 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -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, Metal: Store backend data in a per-context struct, allowing to use these backends with 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: 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] 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 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] 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