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Backends: amend comments to state that bilinear filtering is required ahead of 1.93.
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@@ -268,8 +268,7 @@ void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex)
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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// Create texture
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Create texture (bilinear sampling is required)
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const int new_bitmap_flags = al_get_new_bitmap_flags();
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int new_bitmap_format = al_get_new_bitmap_format();
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al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
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@@ -557,8 +557,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
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}
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Create texture sampler (bilinear sampling is required)
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{
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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@@ -608,7 +608,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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param[1].DescriptorTable.pDescriptorRanges = &descRange;
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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// Bilinear sampling is required
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D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {};
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staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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@@ -584,7 +584,7 @@ void ImGui_ImplMetal_Shutdown()
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return [[MetalBuffer alloc] initWithBuffer:backing];
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}
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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// Bilinear sampling is required.
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- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
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{
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NSError* error = nil;
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@@ -276,8 +276,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
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const void* pixels = tex->GetPixels();
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GLuint gl_texture_id = 0;
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Upload texture to graphics system (bilinear sampling is required).
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &gl_texture_id));
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@@ -689,8 +689,7 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
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const void* pixels = tex->GetPixels();
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GLuint gl_texture_id = 0;
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Upload texture to graphics system (bilinear sampling is required).
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GLint last_texture;
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GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
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GL_CALL(glGenTextures(1, &gl_texture_id));
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@@ -591,7 +591,7 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
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if (bd->TexSamplerLinear == nullptr)
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{
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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// Bilinear sampling is required.
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SDL_GPUSamplerCreateInfo sampler_info = {};
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sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
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sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
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@@ -213,8 +213,7 @@ void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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// Create texture
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Create texture (bilinear sampling is required)
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SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
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IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
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SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
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@@ -242,8 +242,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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// Create texture
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Create texture (bilinear sampling is required)
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SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
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IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
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SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
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@@ -1153,8 +1153,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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check_vk_result(err);
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}
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// Create samplers
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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// Create samplers (bilinear sampling is required)
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if (!bd->SamplerLinear || !bd->SamplerNearest)
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{
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VkSamplerCreateInfo info = {};
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@@ -844,8 +844,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
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ImGui_ImplWGPU_CreateUniformBuffer();
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// Create samplers (Linear/Nearest)
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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// Create samplers (Linear/Nearest) (bilinear sampling is required)
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WGPUSamplerDescriptor sampler_desc = {};
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sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
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sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
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@@ -234,9 +234,7 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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// - Scissor enabled
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MyEngineSetupenderState();
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// TODO: Setup texture sampling state
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// - Sample with bilinear filtering (NOT point/nearest filtering).
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// - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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// TODO: Setup texture sampler to bilinear (NOT point/nearest filtering).
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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