Backends: DX9, DX10, DX11, DX12, Allegro5, OpenGL2, OpenGL3, SDLRenderer2, SDLRenderer3, SDLGPU3, Vulkan: added standard draw callbacks when possible. (#9378)
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@@ -17,6 +17,7 @@
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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: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest, DrawCallback_SetSamplerCustom.
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// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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@@ -85,6 +86,7 @@ struct ImGui_ImplDX11_Data
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ID3D11DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
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ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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@@ -159,6 +161,12 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
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device_ctx->RSSetState(bd->pRasterizerState);
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}
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// Draw callbacks
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static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
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static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
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static void ImGui_ImplDX11_DrawCallback_SetSamplerCustom(const ImDrawList*, const ImDrawCmd* cmd) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ID3D11SamplerState* sampler = (ID3D11SamplerState*)cmd->UserCallbackData; bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &sampler); }
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// Render function
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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@@ -277,7 +285,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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render_state.SamplerLinear = bd->pTexSamplerLinear;
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render_state.SamplerNearest = bd->pTexSamplerNearest;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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platform_io.Renderer_RenderState = bd->RenderState = &render_state;
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -293,8 +301,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
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ImGui_ImplDX11_SetupRenderState(draw_data, device);
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else
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pcmd->UserCallback(draw_list, pcmd);
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@@ -320,7 +327,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = nullptr;
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platform_io.Renderer_RenderState = bd->RenderState = nullptr;
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// Restore modified DX state
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device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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@@ -629,6 +636,10 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
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platform_io.DrawCallback_SetSamplerCustom = ImGui_ImplDX11_DrawCallback_SetSamplerCustom;
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// Get factory from device
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IDXGIDevice* pDXGIDevice = nullptr;
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