renderGL: fix unusable when font tex fails to load

This commit is contained in:
tildearrow 2023-07-09 03:29:32 -05:00
parent e2540bf789
commit 6dbc33dc2a
3 changed files with 17 additions and 13 deletions

View file

@ -208,6 +208,8 @@
#define GL_CALL(_CALL) _CALL // Call without error check
#endif
#define GL_CALL_FALSE(_CALL) _CALL; { GLenum gl_err = glGetError(); if (gl_err != 0) return false; }
// OpenGL Data
struct ImGui_ImplOpenGL3_Data
{
@ -389,13 +391,14 @@ void ImGui_ImplOpenGL3_Shutdown()
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
bool ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
return ImGui_ImplOpenGL3_CreateDeviceObjects();
return true;
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
@ -674,14 +677,14 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GL_CALL(glGenTextures(1, &bd->FontTexture));
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL_FALSE(glGenTextures(1, &bd->FontTexture));
GL_CALL_FALSE(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
GL_CALL_FALSE(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL_FALSE(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
GL_CALL_FALSE(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
GL_CALL_FALSE(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);
@ -918,7 +921,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
bool whatReturn=true;
if (!ImGui_ImplOpenGL3_CreateFontsTexture()) whatReturn=false;
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
@ -927,7 +932,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glBindVertexArray(last_vertex_array);
#endif
return true;
return whatReturn;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()

View file

@ -29,7 +29,7 @@
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown

View file

@ -233,8 +233,7 @@ void FurnaceGUIRenderGL::clear(ImVec4 color) {
}
bool FurnaceGUIRenderGL::newFrame() {
ImGui_ImplOpenGL3_NewFrame();
return true;
return ImGui_ImplOpenGL3_NewFrame();
}
void FurnaceGUIRenderGL::createFontsTexture() {