diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index b7587d0e746e..34a215afeed8 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -180,6 +180,14 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS #endif + +#if 0 +#define GL_CHECK(_CALL) _CALL // Call without error check +#else +#include +#define GL_CHECK(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#endif + // OpenGL Data struct ImGui_ImplOpenGL3_Data { @@ -276,7 +284,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) if (strncmp(vendor, "Intel", 5) == 0) bd->UseBufferSubData = true; #endif - //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] + 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] #else bd->GlVersion = 200; // GLES 2 #endif @@ -384,7 +392,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + GL_CHECK(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -414,14 +422,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid #endif // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); - glEnableVertexAttribArray(bd->AttribLocationVtxPos); - glEnableVertexAttribArray(bd->AttribLocationVtxUV); - glEnableVertexAttribArray(bd->AttribLocationVtxColor); - glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CHECK(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CHECK(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CHECK(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CHECK(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos))); + GL_CHECK(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv))); + GL_CHECK(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col))); } // OpenGL3 Render function. @@ -481,7 +489,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glGenVertexArrays(1, &vertex_array_object); + GL_CHECK(glGenVertexArrays(1, &vertex_array_object)); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); @@ -500,25 +508,25 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors. const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); - if (bd->UseBufferSubData) + if (true)//bd->UseBufferSubData) { if (bd->VertexBufferSize < vtx_buffer_size) { bd->VertexBufferSize = vtx_buffer_size; - glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW); + GL_CHECK(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW)); } if (bd->IndexBufferSize < idx_buffer_size) { bd->IndexBufferSize = idx_buffer_size; - glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW); + GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW)); } - glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); + GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); + GL_CHECK(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); } else { - glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); + GL_CHECK(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); } for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) @@ -542,23 +550,23 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) - glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + GL_CHECK(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + GL_CHECK(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) - 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); + GL_CHECK(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)); else #endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); + GL_CHECK(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); } } } // Destroy the temporary VAO #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glDeleteVertexArrays(1, &vertex_array_object); + GL_CHECK(glDeleteVertexArrays(1, &vertex_array_object)); #endif // Restore modified GL state @@ -611,21 +619,21 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &bd->FontTexture); - glBindTexture(GL_TEXTURE_2D, bd->FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + GL_CHECK(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CHECK(glGenTextures(1, &bd->FontTexture)); + GL_CHECK(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + GL_CHECK(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); #endif - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); + GL_CHECK(glBindTexture(GL_TEXTURE_2D, last_texture)); return true; }