Remove calls to glBindSampler and glDrawElementsBaseVertex segfault

These defines are set, but calling the functions always segfaults.
This commit is contained in:
Kienan Stewart 2019-09-03 20:49:37 -04:00
parent d6cd223414
commit e0b557bbf0
No known key found for this signature in database
GPG Key ID: 075A846E78FE47EA
2 changed files with 2 additions and 24 deletions

View File

@ -41,6 +41,7 @@ int main(int argc, char** argv)
fprintf(stderr, "[GLAD] Error loading\n");
return 1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@ -55,7 +56,7 @@ int main(int argc, char** argv)
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 130");
ImGui_ImplOpenGL3_Init();
int height = 0, width = 0;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

View File

@ -108,13 +108,6 @@
#endif
#endif
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#endif
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_FontTexture = 0;
@ -129,9 +122,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
@ -198,9 +188,6 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
@ -234,9 +221,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
#ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
@ -316,11 +300,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#endif
}
}
}
@ -334,9 +314,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array_object);