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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_metal.mm # backends/imgui_impl_metal4.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_vulkan.cpp # imgui.cpp
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@@ -18,6 +18,7 @@
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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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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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// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378)
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// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -112,8 +113,8 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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// Setup viewport
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D3D10_VIEWPORT vp = {};
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vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
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vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
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vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f);
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vp.Height = (UINT)(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;
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