Backends: DirectX10, DirectX11, SDLGPU3: added nearest sampler in ImGui_ImplDX10_RenderState/ImGui_ImplDX11_RenderState/ImGui_ImplSDLGPU3_RenderState struct.
(#6969, #5834, #7468, #3590, #9173, #8926, #7230, #5118, #3590, #2973, #6969)
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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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// 2026-01-19: 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: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
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@@ -75,6 +76,7 @@ struct ImGui_ImplDX10_Data
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ID3D10Buffer* pVertexConstantBuffer;
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ID3D10PixelShader* pPixelShader;
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ID3D10SamplerState* pTexSamplerLinear;
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ID3D10SamplerState* pTexSamplerNearest;
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ID3D10RasterizerState* pRasterizerState;
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ID3D10BlendState* pBlendState;
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ID3D10DepthStencilState* pDepthStencilState;
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@@ -258,7 +260,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX10_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.SamplerDefault = bd->pTexSamplerLinear;
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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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@@ -565,6 +568,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
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}
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return true;
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@@ -581,6 +586,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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if (tex->RefCount == 1)
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ImGui_ImplDX10_DestroyTexture(tex);
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if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
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if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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