Backends: DX9, Metal, SDLRenderer2/3: fixed more assumptions that ImTextureID_Invald == 0 + Amend Changelogs. (#9310, #9293)
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@@ -16,6 +16,7 @@
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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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// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
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// 2025-02-03: Metal: Crash fix. (#8367)
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@@ -307,7 +308,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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[commandEncoder setScissorRect:scissorRect];
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// Bind texture, Draw
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if (ImTextureID tex_id = pcmd->GetTexID())
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ImTextureID tex_id = pcmd->GetTexID();
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if (tex_id != ImTextureID_Invalid)
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[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
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[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
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