mirror of
https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Bump ImGui to ~1.77.
This commit is contained in:
@@ -13,6 +13,7 @@
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// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
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// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
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// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
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// - v0.63: (2020/06/04) fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
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// Gamma Correct Blending:
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// FreeType assumes blending in linear space rather than gamma space.
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@@ -467,7 +468,6 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
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const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
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IM_ASSERT(metrics != NULL);
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if (metrics == NULL)
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continue;
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@@ -502,7 +502,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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if (atlas->TexDesiredWidth > 0)
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atlas->TexWidth = atlas->TexDesiredWidth;
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else
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atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512;
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atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
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// 5. Start packing
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// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
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@@ -559,6 +559,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
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stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
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IM_ASSERT(pack_rect.was_packed);
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if (pack_rect.w == 0 && pack_rect.h == 0)
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continue;
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GlyphInfo& info = src_glyph.Info;
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IM_ASSERT(info.Width + padding <= pack_rect.w);
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@@ -607,8 +609,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
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}
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// Default memory allocators
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static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }
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static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }
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static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); }
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static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); }
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// Current memory allocators
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static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc;
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@@ -470,7 +470,7 @@ void ImGui_ImplGlfw_NewFrame()
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// Setup time step
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double current_time = glfwGetTime();
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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@@ -81,27 +81,7 @@
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#else
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#include <stdint.h> // intptr_t
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#endif
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#endif
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// Auto-enable GLES on matching platforms
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#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#endif
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#endif
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#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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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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@@ -154,8 +134,8 @@ static GLuint g_GlVersion = 0; // Extracted at runtime usin
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static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Forward Declarations
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@@ -170,7 +150,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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GLint major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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g_GlVersion = major * 100 + minor * 10;
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g_GlVersion = (GLuint)(major * 100 + minor * 10);
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#else
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g_GlVersion = 200; // GLES 2
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#endif
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@@ -323,14 +303,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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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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#ifdef GL_SAMPLER_BINDING
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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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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GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
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GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
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#endif
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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@@ -367,8 +347,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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// Upload vertex/index buffers
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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@@ -674,9 +654,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
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g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
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// Create buffers
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glGenBuffers(1, &g_VboHandle);
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@@ -13,7 +13,7 @@
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// https://github.com/ocornut/imgui
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// About Desktop OpenGL function loaders:
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// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
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// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
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// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
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@@ -37,36 +37,49 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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// Specific OpenGL versions
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// Specific OpenGL ES versions
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//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
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//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
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// Desktop OpenGL: attempt to detect default GL loader based on available header files.
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// Attempt to auto-detect the default Desktop GL loader based on available header files.
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// If auto-detection fails or doesn't select the same GL loader file as used by your application,
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// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
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// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
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#if !defined(IMGUI_IMPL_OPENGL_ES2) \
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&& !defined(IMGUI_IMPL_OPENGL_ES3) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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#if defined(__has_include)
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#if __has_include(<GL/glew.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLEW
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#elif __has_include(<glad/glad.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD
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#elif __has_include(<GL/gl3w.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W
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#elif __has_include(<glbinding/glbinding.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
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#elif __has_include(<glbinding/Binding.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
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#else
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#error "Cannot detect OpenGL loader!"
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#endif
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#else
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
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#endif
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// Try to detect GLES on matching platforms
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#endif
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#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
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#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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// Otherwise try to detect supported Desktop OpenGL loaders..
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#elif defined(__has_include)
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#if __has_include(<GL/glew.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLEW
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#elif __has_include(<glad/glad.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD
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#elif __has_include(<GL/gl3w.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W
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#elif __has_include(<glbinding/glbinding.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
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#elif __has_include(<glbinding/Binding.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
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#else
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#error "Cannot detect OpenGL loader!"
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#endif
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#else
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
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#endif
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#endif
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