Backends: Metal4: minor tweaks/comments. (#9458, #9451)

This commit is contained in:
ocornut
2026-07-02 12:09:06 +02:00
parent fc6395365d
commit caddd26fb9
7 changed files with 18 additions and 6 deletions

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@@ -89,6 +89,7 @@ List of Renderer Backends:
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (ObjC or C++)
imgui_impl_metal4.mm ; Metal 4 (ObjC or C++)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)

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@@ -127,6 +127,9 @@ Other Changes:
- Misc:
- Added IM_DEBUG_BREAK() handler for GCC+AArch64/ARM64. [@tom-seddon]
- Backends:
- Metal4:
- Added new Metal 4 backend (forked from Metal 3 backend). (#9458, #9451) [@AmelieHeinrich]
Note that Metal-cpp is not yet supported.
- OpenGL3:
- GLSL version detection assume GLSL 410 when GL context is 4.1.
Fixes an issue running on macOS with Wine. [#9427, #6577) [@perminovVS]
@@ -139,6 +142,7 @@ Other Changes:
- Examples:
- SDL2/SDL3: use `SDL_GetWindowSizeInPixels()` to create frame-buffers. Fixes issues
with non-fractional framebuffer size on Wayland. (#8761, #9124) [@billtran1632001]
- SDL3+Metal4: added new example. (#9458, #9451) [@AmelieHeinrich]
-----------------------------------------------------------------------
VERSION 1.92.8 (Released 2026-05-12)

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@@ -164,6 +164,10 @@ SDL3 + DirectX11 examples, Windows only. <BR>
SDL3 + Metal example, Mac only. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
[example_sdl3_metal4/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
SDL3 + Metal4 example, Mac only. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal4.mm <BR>
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>

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@@ -141,7 +141,7 @@ Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring
- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal 3/4, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.