mirror of
https://github.com/wpilibsuite/allwpilib
synced 2026-06-21 01:01:43 +00:00
[upstream_utils] Update imgui to 2026-05-04 (#8849)
This fixes ImGuiInputTextFlags_EnterReturnsTrue.
This commit is contained in:
@@ -25,6 +25,7 @@
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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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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
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// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
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// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -254,6 +255,12 @@ struct ImGui_ImplOpenGL3_Data
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bool HasBindSampler;
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bool HasClipOrigin;
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bool UseBufferSubData;
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bool UseTexParameterToSetSampler;
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GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler.
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
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#endif
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ImVector<char> TempBuffer;
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ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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@@ -318,143 +325,6 @@ static void ImGui_ImplOpenGL3_ShutdownLoader()
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}
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Initialize loader
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if (!ImGui_ImplOpenGL3_InitLoader())
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return false;
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// Setup backend capabilities flags
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ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl3";
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// Query for GL version (e.g. 320 for GL 3.2)
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const char* gl_version_str = (const char*)glGetString(GL_VERSION);
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GLES 2
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bd->GlVersion = 200;
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bd->GlProfileIsES2 = true;
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IM_UNUSED(gl_version_str);
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#else
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// Desktop or GLES 3
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GLint major = 0;
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GLint minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major == 0 && minor == 0)
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sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
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#if defined(IMGUI_IMPL_OPENGL_ES3)
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bd->GlProfileIsES3 = true;
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#else
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if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
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bd->GlProfileIsES3 = true;
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#endif
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#if defined(GL_CONTEXT_PROFILE_MASK)
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if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
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bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
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#endif
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bd->UseBufferSubData = false;
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/*
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// Query vendor to enable glBufferSubData kludge
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#ifdef _WIN32
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if (const char* vendor = (const char*)glGetString(GL_VENDOR))
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if (strncmp(vendor, "Intel", 5) == 0)
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bd->UseBufferSubData = true;
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#endif
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*/
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#endif
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->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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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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if (glsl_version == nullptr)
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{
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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glsl_version = "#version 300 es";
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#elif defined(__APPLE__)
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glsl_version = "#version 150";
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#else
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glsl_version = "#version 130";
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#endif
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}
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
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strcpy(bd->GlslVersionString, glsl_version);
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strcat(bd->GlslVersionString, "\n");
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// Make an arbitrary GL call (we don't actually need the result)
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// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
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GLint current_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
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// Detect extensions we support
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
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bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
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#endif
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bd->HasClipOrigin = (bd->GlVersion >= 450);
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#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
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GLint num_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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for (GLint i = 0; i < num_extensions; i++)
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{
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const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
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if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
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bd->HasClipOrigin = true;
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}
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#endif
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ImGui_ImplOpenGL3_InitMultiViewportSupport();
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return true;
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}
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void ImGui_ImplOpenGL3_Shutdown()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
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ImGui_ImplOpenGL3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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ImGui_ImplOpenGL3_ShutdownLoader();
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}
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void ImGui_ImplOpenGL3_NewFrame()
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{
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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@@ -521,7 +391,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->HasBindSampler)
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glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
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glBindSampler(0, bd->TexSamplers[0]); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
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#endif
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(void)vertex_array_object;
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@@ -540,6 +410,16 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
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}
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// Draw callbacks
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static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } }
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#else
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
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#endif
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// OpenGL3 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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// This is in order to be able to run within an OpenGL engine that doesn't do so.
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@@ -654,8 +534,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)
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ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
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else
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pcmd->UserCallback(draw_list, pcmd);
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@@ -673,6 +552,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
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// Emulate sampler change (even though it is technically part of texture data)
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// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
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if (!bd->HasBindSampler && bd->UseTexParameterToSetSampler)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
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}
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->GlVersion >= 320)
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GL_CALL(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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@@ -1038,6 +926,20 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGenBuffers(1, &bd->VboHandle);
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glGenBuffers(1, &bd->ElementsHandle);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->HasBindSampler)
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{
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glGenSamplers(2, &bd->TexSamplers[0]);
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for (int sampler_n = 0; sampler_n < 2; sampler_n++)
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{
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GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
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GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
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GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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}
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}
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#endif
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// Restore modified GL state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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@@ -1055,6 +957,9 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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ImGui_ImplOpenGL3_InitLoader();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
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#endif
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if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
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if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
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if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
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@@ -1065,6 +970,146 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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ImGui_ImplOpenGL3_DestroyTexture(tex);
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}
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Initialize loader
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if (!ImGui_ImplOpenGL3_InitLoader())
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return false;
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// Setup backend capabilities flags
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ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl3";
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// Query for GL version (e.g. 320 for GL 3.2)
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const char* gl_version_str = (const char*)glGetString(GL_VERSION);
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GLES 2
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bd->GlVersion = 200;
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bd->GlProfileIsES2 = true;
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IM_UNUSED(gl_version_str);
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#else
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// Desktop or GLES 3
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GLint major = 0;
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GLint minor = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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if (major == 0 && minor == 0)
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sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
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#if defined(IMGUI_IMPL_OPENGL_ES3)
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bd->GlProfileIsES3 = true;
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#else
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if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
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bd->GlProfileIsES3 = true;
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#endif
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#if defined(GL_CONTEXT_PROFILE_MASK)
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if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
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bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
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#endif
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bd->UseBufferSubData = false;
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/*
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// Query vendor to enable glBufferSubData kludge
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#ifdef _WIN32
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if (const char* vendor = (const char*)glGetString(GL_VENDOR))
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if (strncmp(vendor, "Intel", 5) == 0)
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bd->UseBufferSubData = true;
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#endif
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*/
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#endif
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#ifdef IMGUI_IMPL_OPENGL_DEBUG
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printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
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#endif
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (bd->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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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
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if (glsl_version == nullptr)
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{
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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glsl_version = "#version 100";
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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glsl_version = "#version 300 es";
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#elif defined(__APPLE__)
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glsl_version = "#version 150";
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#else
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glsl_version = "#version 130";
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#endif
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}
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
// Make an arbitrary GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
// Detect extensions we support
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
|
||||
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
|
||||
#endif
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
|
||||
#endif
|
||||
bd->HasClipOrigin = (bd->GlVersion >= 450);
|
||||
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
|
||||
GLint num_extensions = 0;
|
||||
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
|
||||
for (GLint i = 0; i < num_extensions; i++)
|
||||
{
|
||||
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
|
||||
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
|
||||
bd->HasClipOrigin = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
ImGui_ImplOpenGL3_InitMultiViewportSupport();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownLoader();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
|
||||
Reference in New Issue
Block a user