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@@ -5,8 +5,6 @@
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// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -5,8 +5,6 @@
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// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// Missing features or Issues:
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@@ -18,6 +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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// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381)
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
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// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
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// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
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@@ -79,6 +78,8 @@
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@interface MetalContext : NSObject
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@property (nonatomic, strong) id<MTLDevice> device;
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@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
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@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
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@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
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@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
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@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
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@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
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@@ -91,6 +92,7 @@
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struct ImGui_ImplMetal_Data
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{
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MetalContext* SharedMetalContext;
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id<MTLRenderCommandEncoder> RenderCommandEncoder;
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ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@@ -185,12 +187,15 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
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[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
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[commandEncoder setRenderPipelineState:renderPipelineState];
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[commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0];
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[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
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}
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// Draw callbacks
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static void ImGui_ImplMetal_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_ImplMetal_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_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; }
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static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; }
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// Metal Render function.
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void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
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@@ -228,6 +233,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
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MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
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bd->RenderCommandEncoder = commandEncoder;
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ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
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// Will project scissor/clipping rectangles into framebuffer space
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@@ -306,6 +312,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
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[sharedMetalContext.bufferCache addObject:indexBuffer];
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}
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}];
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bd->RenderCommandEncoder = nil;
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}
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static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
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@@ -382,7 +389,17 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
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depthStencilDescriptor.depthWriteEnabled = NO;
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depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
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bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
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samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
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samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
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samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
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bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
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samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
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samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
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samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
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bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
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#ifdef IMGUI_IMPL_METAL_CPP
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[samplerDescriptor release];
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[depthStencilDescriptor release];
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#endif
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@@ -399,6 +416,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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ImGui_ImplMetal_DestroyTexture(tex);
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[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
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bd->SharedMetalContext.samplerStateLinear = nil;
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bd->SharedMetalContext.samplerStateNearest = nil;
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}
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bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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@@ -415,6 +434,8 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest;
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bd->SharedMetalContext = [[MetalContext alloc] init];
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bd->SharedMetalContext.device = device;
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@@ -599,9 +620,9 @@ void ImGui_ImplMetal_Shutdown()
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"}\n"
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"\n"
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"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
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" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
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" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
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" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
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" texture2d<half, access::sample> texture [[texture(0)]],\n"
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" sampler textureSampler [[sampler(0)]]) {\n"
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" half4 texColor = texture.sample(textureSampler, in.texCoords);\n"
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" return half4(in.color) * texColor;\n"
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"}\n";
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@@ -255,7 +255,9 @@ struct ImGui_ImplOpenGL3_Data
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bool UseBufferSubData;
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bool UseTexParameterToSetSampler;
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GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler.
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GLuint TexSamplers[2]; // Used if IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER && HasBindSimpler (0=linear, 1=nearest).
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
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#endif
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ImVector<char> TempBuffer;
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@@ -404,8 +406,13 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// Draw callbacks
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static void ImGui_ImplOpenGL3_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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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } }
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#else
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
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static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
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#endif
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// OpenGL3 Render function.
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// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
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@@ -944,7 +951,9 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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ImGui_ImplOpenGL3_InitLoader();
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ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
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if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
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#endif
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if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
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if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
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if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
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@@ -328,11 +328,31 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(con
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WGPUShaderModuleDescriptor desc = {};
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desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
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// Detect shader compilation errors by using an error scope.
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// Flag to be passed into the validation callback `userdata1` pointer.
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int validation_error = 0;
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wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation);
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WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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WGPUPopErrorScopeCallbackInfo pop_cb = {};
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pop_cb.mode = WGPUCallbackMode_AllowSpontaneous;
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pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*)
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{
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if (type == WGPUErrorType_Validation)
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*static_cast<int*>(userdata1) = 1;
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};
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pop_cb.userdata1 = &validation_error;
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wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb);
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WGPUProgrammableStageDescriptor stage_desc = {};
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#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
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stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
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stage_desc.entryPoint = { "main", WGPU_STRLEN };
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#endif
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if (module && !validation_error)
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{
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stage_desc.module = module;
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stage_desc.entryPoint = { "main", WGPU_STRLEN };
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}
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else if (module)
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{
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wgpuShaderModuleRelease(module);
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}
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return stage_desc;
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}
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@@ -21,6 +21,7 @@
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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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// 2026-05-19: DPI: ImGui_ImplWin32_EnableDpiAwareness() helper uses SetProcessDpiAwarenessContext() instead of SetThreadDpiAwarenessContext(), fixes DPI scaling issues with e.g. OpenGL. (#9403)
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// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
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// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
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// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
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@@ -886,6 +887,7 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
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typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
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typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
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typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
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typedef BOOL(WINAPI* PFN_SetProcessDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1703+ (Creators Update)
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// Helper function to enable DPI awareness without setting up a manifest
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void ImGui_ImplWin32_EnableDpiAwareness()
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@@ -893,7 +895,12 @@ void ImGui_ImplWin32_EnableDpiAwareness()
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if (_IsWindows10OrGreater())
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{
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static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
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if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
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if (PFN_SetProcessDpiAwarenessContext SetProcessDpiAwarenessContextFn = (PFN_SetProcessDpiAwarenessContext)::GetProcAddress(user32_dll, "SetProcessDpiAwarenessContext")) // Windows 10 v1703+
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{
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SetProcessDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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return;
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}
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if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) // Windows 10 v1607+
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{
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SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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return;
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