Fix unreadable overlay elements in 3D view on XWayland/Intel (#11557)

Fix unreadable overlay elements in 3D view on XWayland/Intel - closes #10287
This commit is contained in:
pedrosland
2026-07-11 15:19:12 +01:00
committed by GitHub
parent 4b7182b048
commit 22e121f4e4

View File

@@ -2781,6 +2781,11 @@ void ImGuiWrapper::init_font(bool compress)
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;
// TexDesiredWidth will be increased adaptively below if the built height
// exceeds GL_MAX_TEXTURE_SIZE. Leave it at 0 so ImGui picks the minimum
// width for small glyph sets and we only widen when actually necessary.
io.Fonts->TexDesiredWidth = 0;
ImFontConfig cfg = ImFontConfig();
cfg.OversampleH = cfg.OversampleV = 1;
//FIXME replace with io.Fonts->AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, m_font_size, nullptr, ranges.Data);
@@ -2852,7 +2857,23 @@ void ImGuiWrapper::init_font(bool compress)
io.Fonts->AddCustomRectFontGlyph(default_font, icon.first, icon_sz * 4, icon_sz * 4, 3.0 * font_scale + icon_sz * 4);
}
// Build texture atlas
// Build texture atlas, widening it if the height would exceed GL_MAX_TEXTURE_SIZE.
// Increasing the width allows the packing algorithm to grow more horizontally which reduces the height.
io.Fonts->Build();
GLint gl_max_tex_size = 0;
glsafe(::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max_tex_size));
constexpr int max_retries = 6;
for (int attempt = 0; attempt < max_retries && io.Fonts->TexHeight > gl_max_tex_size; ++attempt) {
io.Fonts->TexDesiredWidth = (io.Fonts->TexDesiredWidth > 0 ? io.Fonts->TexDesiredWidth : io.Fonts->TexWidth) * 2;
io.Fonts->Build();
}
if (io.Fonts->TexHeight > gl_max_tex_size) {
// Shouldn't really happen
BOOST_LOG_TRIVIAL(error) << "Font atlas height " << io.Fonts->TexHeight
<< " still exceeds GL_MAX_TEXTURE_SIZE (" << gl_max_tex_size << ")"
<< " after " << max_retries << " attempts; rendering may be incomplete";
}
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.