Backends: SDL_Renderer3: fixed default sampler not being Linear. (#7616, #9470, #9378)

This commit is contained in:
ShiroKSH
2026-07-13 21:28:48 +03:00
committed by ocornut
parent b62bfd6b06
commit 003ee19d9e
2 changed files with 7 additions and 0 deletions

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@@ -25,6 +25,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: Fixed default sampler state to be linear (broken 2026-04-23). (#9470, #9378)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -77,10 +78,14 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
// Functions
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR;
}
void ImGui_ImplSDLRenderer3_NewFrame()

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@@ -158,6 +158,8 @@ Other Changes:
Fixes an issue running on macOS with Wine. [#9427, #6577) [@perminovVS]
- Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to
dynamically select between use of glBindSampler() and glTexParameter(). (#9378)
- SDLRenderer3:
- Fixed default sampler not being Linear. Regression in 1.92.8. (#7616, #9470, #9378) [@ShiroKSH]
- Win32:
- Uses `SetProcessDpiAwarenessContext()` instead of `SetThreadDpiAwarenessContext()`
when available, fixing OpenGL DPI scaling issues as e.g. NVIDIA drivers tends