mirror of
https://github.com/wolfpld/tracy.git
synced 2025-03-20 07:40:02 +08:00
Update ImGui to 1.88 + docking.
This commit is contained in:
@@ -21,7 +21,9 @@
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
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// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
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// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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@@ -69,11 +71,17 @@
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
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#endif
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#ifdef __APPLE__
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#define GLFW_EXPOSE_NATIVE_COCOA
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#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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@@ -126,7 +134,7 @@ struct ImGui_ImplGlfw_Data
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GLFWcharfun PrevUserCallbackChar;
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GLFWmonitorfun PrevUserCallbackMonitor;
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ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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@@ -270,6 +278,19 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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}
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}
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static int ImGui_ImplGlfw_KeyToModifier(int key)
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{
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if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)
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return GLFW_MOD_CONTROL;
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if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)
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return GLFW_MOD_SHIFT;
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if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
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return GLFW_MOD_ALT;
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if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)
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return GLFW_MOD_SUPER;
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return 0;
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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@@ -320,6 +341,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
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if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
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else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
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else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
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else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
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}
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
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@@ -338,6 +360,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
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if (action != GLFW_PRESS && action != GLFW_RELEASE)
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return;
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// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
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if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
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mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
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@@ -519,6 +544,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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main_viewport->PlatformHandle = (void*)bd->Window;
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
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#elif defined(__APPLE__)
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main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
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#endif
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplGlfw_InitPlatformInterface();
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@@ -858,6 +885,8 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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viewport->PlatformHandle = (void*)vd->Window;
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#ifdef _WIN32
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viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
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#elif defined(__APPLE__)
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viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
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#endif
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glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
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@@ -5,8 +5,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -16,6 +16,8 @@
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
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// 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.
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// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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// 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.
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@@ -97,6 +99,9 @@
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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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// Clang warnings with -Weverything
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#if defined(__clang__)
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@@ -122,9 +127,6 @@
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#include <GLES2/gl2ext.h>
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#endif
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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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))
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#include <OpenGLES/ES3/gl.h> // Use GL ES 3
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#else
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@@ -194,8 +196,9 @@ struct ImGui_ImplOpenGL3_Data
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GLsizeiptr VertexBufferSize;
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GLsizeiptr IndexBufferSize;
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bool HasClipOrigin;
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bool UseBufferSubData;
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ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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@@ -209,6 +212,30 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
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static void ImGui_ImplOpenGL3_InitPlatformInterface();
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static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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struct ImGui_ImplOpenGL3_VtxAttribState
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{
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GLint Enabled, Size, Type, Normalized, Stride;
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GLvoid* Ptr;
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void GetState(GLint index)
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{
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
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glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
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glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
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}
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void SetState(GLint index)
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{
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glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
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if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
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}
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};
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#endif
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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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@@ -242,6 +269,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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sscanf(gl_version, "%d.%d", &major, &minor);
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}
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bd->GlVersion = (GLuint)(major * 100 + minor * 10);
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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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//printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
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#else
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bd->GlVersion = 200; // GLES 2
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#endif
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@@ -411,6 +446,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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GLuint last_sampler; if (bd->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_USE_VERTEX_ARRAY
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// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
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ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
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ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
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#endif
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#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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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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@@ -453,20 +495,31 @@ 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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GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
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GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
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if (bd->VertexBufferSize < vtx_buffer_size)
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// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
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// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
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// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
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const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
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const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
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if (bd->UseBufferSubData)
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{
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bd->VertexBufferSize = vtx_buffer_size;
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glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
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if (bd->VertexBufferSize < vtx_buffer_size)
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{
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bd->VertexBufferSize = vtx_buffer_size;
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glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
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}
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if (bd->IndexBufferSize < idx_buffer_size)
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{
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bd->IndexBufferSize = idx_buffer_size;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
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}
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if (bd->IndexBufferSize < idx_buffer_size)
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else
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{
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bd->IndexBufferSize = idx_buffer_size;
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
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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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@@ -520,6 +573,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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glBindVertexArray(last_vertex_array_object);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
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last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
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last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
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#endif
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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@@ -550,6 +609,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &bd->FontTexture);
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@@ -5,8 +5,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -47,7 +47,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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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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#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#else
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// Otherwise imgui_impl_opengl3_loader.h will be used.
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