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Backends: DX10, DX11, DX12, Metal/4, OpenGL2/3, SDLGPU3, Vulkan: round framebuffer dimensions instead of truncating. (#9538, #9515, #8628)
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@@ -20,6 +20,7 @@
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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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// 2026-08-05: DirectX12: *BREAKING CHANGE* Removed support for legacy `ImGui_ImplDX12_Init()` signature obsoleted in 1.91.6 (2024-11-15) because it needed to forcefully disable support for ImGuiBackendFlags_RendererHasTextures. (#9487)
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
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// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
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@@ -183,8 +184,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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// Setup viewport
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D3D12_VIEWPORT vp = {};
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vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
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vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
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vp.Width = (float)(int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f);
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vp.Height = (float)(int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f);
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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