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Backends: OpenGL3: minor refactor for both sampler callback to share more code + comments. (#9378)
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2 changed files with 33 additions and 42 deletions
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@ -26,7 +26,7 @@
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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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// 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)
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// 2026-09-07: OpenGL: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)
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// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
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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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@ -160,9 +160,12 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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}
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// Draw callbacks
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static void ImGui_ImplOpenGL2_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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static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
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static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
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// - IMPORTANT: Using DrawCallback_SetSamplerLinear/DrawCallback_SetSamplerNearest will trash glTexParameteri() values for the texture!!
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// We cannot decently backup/restore that state because glGetTexParameteriv() is slow on many setups.
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// - Using DrawCallback_SetSamplerFromTex will basically instruct the backend to use existing glTexParameteri() values without modifying anything, which is the initial state.
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static void ImGui_ImplOpenGL2_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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static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
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static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
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// OpenGL2 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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@ -24,7 +24,7 @@
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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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// 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)
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// 2026-09-07: OpenGL: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)
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// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
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// 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.
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// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
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@ -415,44 +415,32 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_Impl
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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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static void ImGui_ImplOpenGL3_DrawCallback_SetSampler(unsigned int sampler_idx, unsigned int tex_parameter_filter)
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{
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ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
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IM_UNUSED(sampler_idx);
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->HasBindSampler && render_state->UseBindSampler)
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{
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render_state->CurrentSampler = bd->TexSamplers[sampler_idx];
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render_state->UseTexParameterFilter = false;
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glBindSampler(0, render_state->CurrentSampler);
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}
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else
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#endif
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{
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render_state->UseTexParameterFilter = true;
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render_state->CurrentTexParameterFilter = tex_parameter_filter;
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}
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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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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*)
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{
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ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->HasBindSampler && render_state->UseBindSampler)
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{
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render_state->CurrentSampler = bd->TexSamplers[0];
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render_state->UseTexParameterFilter = false;
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glBindSampler(0, render_state->CurrentSampler);
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}
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else
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#endif
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{
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render_state->UseTexParameterFilter = true;
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render_state->CurrentTexParameterFilter = GL_LINEAR;
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}
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}
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*)
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{
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ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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if (bd->HasBindSampler && render_state->UseBindSampler)
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{
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render_state->CurrentSampler = bd->TexSamplers[1];
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render_state->UseTexParameterFilter = false;
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glBindSampler(0, render_state->CurrentSampler);
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}
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else
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#endif
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{
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render_state->UseTexParameterFilter = true;
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render_state->CurrentTexParameterFilter = GL_NEAREST;
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}
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}
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// - IMPORTANT: Using DrawCallback_SetSamplerLinear/DrawCallback_SetSamplerNearest will trash glTexParameteri() values for the texture if used on a GL context not supporting glBindSampler()!!
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// We cannot decently backup/restore that state because glGetTexParameteriv() is slow on many setups.
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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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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_DrawCallback_SetSampler(0, GL_LINEAR); }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_DrawCallback_SetSampler(1, GL_NEAREST); }
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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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