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
This commit is contained in:
ocornut
2026-09-07 19:52:24 +02:00
18 changed files with 295 additions and 106 deletions

View File

@@ -24,6 +24,7 @@
// CHANGELOG
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
@@ -165,8 +166,8 @@ static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer*
void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f);
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
return;
@@ -231,8 +232,8 @@ static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*,
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f);
if (fb_width <= 0 || fb_height <= 0)
return;