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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@@ -190,6 +190,10 @@ Other Changes:
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non-ASCII values to io.AddInputCharacter(). (#9099)
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- Debug Log: can output to debugger on Windows. (#5855)
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- Backends:
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- DirectX10: added 'SamplerNearest' in ImGui_ImplDX10_RenderState.
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(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
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- DirectX11: added 'SamplerNearest' in ImGui_ImplDX11_RenderState.
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(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
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- GLFW: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary.
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Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
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- GLFW: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to
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@@ -198,6 +202,7 @@ Other Changes:
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platforms. (#8792, #9112)
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- SDL2, SDL3: changed GetClipboardText() handler to return NULL on error aka
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clipboard contents is not text. Consistent with other backends. (#9168)
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- SDL_GPU3: added 'TexSamplerNearest' in ImGui_ImplSDLGPU3_RenderState.
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- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
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(vs Metallib shaders requiring macOS 14+). Requires application calling
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SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
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