FIX: imgui crash

jira: STUDIO-9633

Change-Id: I9e6a11d8294cd82df4dc9785da90b286c6daed3a
This commit is contained in:
jun.zhang 2025-01-09 11:52:09 +08:00 committed by lane.wei
parent afaa48520e
commit b9056ee3ff
4 changed files with 131 additions and 68 deletions

View File

@ -0,0 +1,8 @@
#version 110
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 color;
void main()
{
gl_FragColor = color * texture2D(Texture, Frag_UV.st);
}

View File

@ -0,0 +1,13 @@
#version 110
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 color;
void main()
{
Frag_UV = UV;
color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}

View File

@ -96,6 +96,8 @@ std::pair<bool, std::string> GLShadersManager::init()
valid &= append_shader("silhouette_composite", { "110/silhouette_composite.vs", "110/silhouette_composite.fs" }); valid &= append_shader("silhouette_composite", { "110/silhouette_composite.vs", "110/silhouette_composite.fs" });
valid &= append_shader("imgui", { "110/imgui.vs", "110/imgui.fs" });
return { valid, error }; return { valid, error };
} }

View File

@ -2684,54 +2684,67 @@ void ImGuiWrapper::init_style()
void ImGuiWrapper::render_draw_data(ImDrawData *draw_data) void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
{ {
if (draw_data == nullptr || draw_data->CmdListsCount == 0)
return;
GLShaderProgram* shader = wxGetApp().get_shader("imgui");
if (shader == nullptr)
return;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); const int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); const int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0) if (fb_width == 0 || fb_height == 0)
return; return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale); GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
if (curr_shader != nullptr)
curr_shader->stop_using();
shader->start_using();
// We are using the OpenGL fixed pipeline to make the example code simpler to read! // We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); GLint last_texture; glsafe(::glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode)); GLint last_polygon_mode[2]; glsafe(::glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode));
GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport)); GLint last_viewport[4]; glsafe(::glGetIntegerv(GL_VIEWPORT, last_viewport));
GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box)); GLint last_scissor_box[4]; glsafe(::glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box));
glsafe(::glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT)); const GLboolean was_blend_enabled = glIsEnabled(GL_BLEND);
const GLboolean was_cull_face_enabled = glIsEnabled(GL_CULL_FACE);
const GLboolean was_depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
const GLboolean was_scissor_test_enabled = glIsEnabled(GL_SCISSOR_TEST);
GLboolean was_texture2d_enabled = GL_FALSE;
const auto& ogl_manager = wxGetApp().get_opengl_manager();
const auto& gl_info = ogl_manager.get_gl_info();
const auto formated_gl_version = gl_info.get_formated_gl_version();
if (formated_gl_version < 30) {
was_texture2d_enabled = glIsEnabled(GL_TEXTURE_2D);
}
glsafe(::glEnable(GL_BLEND)); glsafe(::glEnable(GL_BLEND));
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
glsafe(::glDisable(GL_CULL_FACE)); glsafe(::glDisable(GL_CULL_FACE));
glsafe(::glDisable(GL_DEPTH_TEST)); glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glDisable(GL_LIGHTING));
glsafe(::glDisable(GL_COLOR_MATERIAL));
glsafe(::glEnable(GL_SCISSOR_TEST)); glsafe(::glEnable(GL_SCISSOR_TEST));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); if (formated_gl_version < 30) {
glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY)); glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glEnableClientState(GL_COLOR_ARRAY)); }
glsafe(::glEnable(GL_TEXTURE_2D));
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)); glsafe(::glPolygonMode(GL_FRONT_AND_BACK, GL_FILL));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
GLint texture_env_mode = GL_MODULATE;
glsafe(::glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &texture_env_mode));
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE));
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. // 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.
glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); glsafe(::glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glsafe(::glMatrixMode(GL_PROJECTION)); const float L = draw_data->DisplayPos.x;
glsafe(::glPushMatrix()); const float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
glsafe(::glLoadIdentity()); const float T = draw_data->DisplayPos.y;
glsafe(::glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f)); const float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
glsafe(::glMatrixMode(GL_MODELVIEW)); Matrix4f ortho_projection;
glsafe(::glPushMatrix()); ortho_projection <<
glsafe(::glLoadIdentity()); 2.0f / (R - L), 0.0f, 0.0f, (R + L) / (L - R),
0.0f, 2.0f / (T - B), 0.0f, (T + B) / (B - T),
0.0f, 0.0f, -1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f;
shader->set_uniform("Texture", 0);
shader->set_uniform("ProjMtx", ortho_projection);
// Will project scissor/clipping rectangles into framebuffer space
const ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
const ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists // Render command lists
ImVec2 pos = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; ++n) {
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
@ -2741,58 +2754,85 @@ void ImGuiWrapper::render_draw_data(ImDrawData *draw_data)
glsafe(::glGenBuffers(1, &vbo_id)); glsafe(::glGenBuffers(1, &vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, vbo_id)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, vtx_buffer, GL_STATIC_DRAW)); glsafe(::glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, vtx_buffer, GL_STATIC_DRAW));
GLuint ibo_id; GLuint ibo_id;
glsafe(::glGenBuffers(1, &ibo_id)); glsafe(::glGenBuffers(1, &ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id)); glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, idx_buffer, GL_STATIC_DRAW)); glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, idx_buffer, GL_STATIC_DRAW));
const int position_id = shader->get_attrib_location("Position");
glsafe(::glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)IM_OFFSETOF(ImDrawVert, pos)))); if (position_id != -1) {
glsafe(::glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)IM_OFFSETOF(ImDrawVert, uv)))); glsafe(::glVertexAttribPointer(position_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (const void*)IM_OFFSETOF(ImDrawVert, pos)));
glsafe(::glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)IM_OFFSETOF(ImDrawVert, col)))); glsafe(::glEnableVertexAttribArray(position_id));
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) const int uv_id = shader->get_attrib_location("UV");
{ if (uv_id != -1) {
glsafe(::glVertexAttribPointer(uv_id, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (const void*)IM_OFFSETOF(ImDrawVert, uv)));
glsafe(::glEnableVertexAttribArray(uv_id));
}
const int color_id = shader->get_attrib_location("Color");
if (color_id != -1) {
glsafe(::glVertexAttribPointer(color_id, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (const void*)IM_OFFSETOF(ImDrawVert, col)));
glsafe(::glEnableVertexAttribArray(color_id));
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; ++cmd_i) {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback) // User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
else {
// Project scissor/clipping rectangles into framebuffer space
const ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
const ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glsafe(::glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
// Bind texture, Draw
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
} }
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glsafe(::glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)));
// Bind texture, Draw
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
glsafe(::glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
}
}
idx_buffer += pcmd->ElemCount;
} }
if (position_id != -1)
glsafe(::glDisableVertexAttribArray(position_id));
if (uv_id != -1)
glsafe(::glDisableVertexAttribArray(uv_id));
if (color_id != -1)
glsafe(::glDisableVertexAttribArray(color_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
glsafe(::glDeleteBuffers(1, &ibo_id)); glsafe(::glDeleteBuffers(1, &ibo_id));
glsafe(::glDeleteBuffers(1, &vbo_id)); glsafe(::glDeleteBuffers(1, &vbo_id));
} }
// Restore modified state // Restore modified state
glsafe(::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texture_env_mode));
glsafe(::glDisableClientState(GL_COLOR_ARRAY));
glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture)); glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture));
glsafe(::glMatrixMode(GL_MODELVIEW)); if (!was_blend_enabled) {
glsafe(::glPopMatrix()); glsafe(::glDisable(GL_BLEND));
glsafe(::glMatrixMode(GL_PROJECTION)); }
glsafe(::glPopMatrix()); if (was_cull_face_enabled) {
glsafe(::glPopAttrib()); glsafe(::glEnable(GL_CULL_FACE));
glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1])); }
if (was_depth_test_enabled) {
glsafe(::glEnable(GL_DEPTH_TEST));
}
if (!was_scissor_test_enabled) {
glsafe(::glDisable(GL_SCISSOR_TEST));
}
if (formated_gl_version < 30) {
if (!was_texture2d_enabled) {
glsafe(::glDisable(GL_TEXTURE_2D));
}
}
if (formated_gl_version < 30) {
glsafe(::glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
glsafe(::glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1])));
}
else {
glsafe(::glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]));
}
glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3])); glsafe(::glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]));
glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3])); glsafe(::glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]));
shader->stop_using();
if (curr_shader != nullptr)
curr_shader->start_using();
} }
bool ImGuiWrapper::display_initialized() const bool ImGuiWrapper::display_initialized() const