Docs: tweaks.

This commit is contained in:
ocornut
2026-01-20 18:25:18 +01:00
parent 8b86c939c7
commit 8c0b410371
4 changed files with 14 additions and 20 deletions
+11 -11
View File
@@ -187,33 +187,33 @@ Other Changes:
- Improve error handling and recovery for TableSetupColumn().
- Debug Tools:
- Debug Log: fixed incorrectly printing characters in IO log when submitting
non-ASCII values to io.AddInputCharacter(). (#9099)
non-ASCII values to `io.AddInputCharacter()`. (#9099)
- Debug Log: can output to debugger on Windows. (#5855)
- Backends:
- DirectX10: added 'SamplerNearest' in ImGui_ImplDX10_RenderState.
(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
- DirectX11: added 'SamplerNearest' in ImGui_ImplDX11_RenderState.
(+renamed 'SamplerDefault' to 'SamplerLinear', which was tagged as beta API)
- GLFW: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary.
- DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`.
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
- DirectX11: added `SamplerNearest` in ImGui_ImplDX11_RenderState.
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
- GLFW: Avoid repeated `glfwSetCursor()` / `glfwSetInputMode()` unnecessary calls.
Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
- GLFW: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to
forcefully disable either. (#9109, #9116)
- OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some
platforms. (#8792, #9112)
- SDL2, SDL3: changed GetClipboardText() handler to return NULL on error aka
- SDL2, SDL3: changed `GetClipboardText()` handler to return NULL on error aka
clipboard contents is not text. Consistent with other backends. (#9168)
- SDL_GPU3: added 'TexSamplerNearest' in ImGui_ImplSDLGPU3_RenderState.
- SDL_GPU3: added `SamplerNearest` in `ImGui_ImplSDLGPU3_RenderState`.
- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
(vs Metallib shaders requiring macOS 14+). Requires application calling
SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
`SDL_CreateGPUDevice()` with `SDL_GPU_SHADERFORMAT_MSL`. (#9076) [@Niminem]
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
`cap.supportedCompositeAlpha`, which seems to be required on some Android
devices. (#8784) [@FelixStach]
- Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION to support Unicode inputs on
- Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on
MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
- Examples:
- Win32+DirectX12: ignore seemingly incorrect D3D12_MESSAGE_ID_FENCE_ZERO_WAIT
- Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT`
warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]