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Merge branch 'master' into docking
# Conflicts: # .github/workflows/build.yml # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl2.cpp # examples/example_apple_metal4/main.mm # imgui.cpp
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@@ -27,6 +27,7 @@
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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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// 2026-07-15: Fixed default sampler state to be linear (broken 2026-04-23). (#9470, #9378)
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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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// 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)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -79,10 +80,14 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
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// Functions
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static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderClipRect(renderer, nullptr);
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bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR;
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}
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void ImGui_ImplSDLRenderer3_NewFrame()
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@@ -168,6 +173,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = render_scale;
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SDL_ScaleMode last_scale_mode = bd->CurrentScaleMode;
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// Render command lists
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for (const ImDrawList* draw_list : draw_data->CmdLists)
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@@ -205,6 +211,9 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
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if (last_scale_mode != bd->CurrentScaleMode)
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SDL_FlushRenderer(renderer);
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
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