Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502)
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@ -15,6 +15,7 @@
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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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// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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@ -347,9 +348,9 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
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desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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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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// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@ -370,9 +371,9 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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@ -24,6 +24,7 @@
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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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// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@ -489,9 +490,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.MipLODBias = 0.f;
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staticSampler.MaxAnisotropy = 0;
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staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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@ -15,6 +15,7 @@
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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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// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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@ -125,6 +126,8 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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@ -22,6 +22,7 @@
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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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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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@ -263,6 +264,8 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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@ -22,6 +22,7 @@
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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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// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
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// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
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// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447)
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@ -681,6 +682,8 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
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GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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#endif
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@ -181,6 +181,9 @@ typedef khronos_uint8_t GLubyte;
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#define GL_LINEAR 0x2601
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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#define GL_TEXTURE_WRAP_S 0x2802
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#define GL_TEXTURE_WRAP_T 0x2803
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#define GL_REPEAT 0x2901
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typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
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typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
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typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
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@ -231,6 +234,9 @@ GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
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GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
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#endif
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#endif /* GL_VERSION_1_1 */
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#ifndef GL_VERSION_1_2
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#define GL_CLAMP_TO_EDGE 0x812F
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#endif /* GL_VERSION_1_2 */
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#ifndef GL_VERSION_1_3
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#define GL_TEXTURE0 0x84C0
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#define GL_ACTIVE_TEXTURE 0x84E0
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@ -34,6 +34,7 @@
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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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// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
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// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
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@ -992,9 +993,9 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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info.magFilter = VK_FILTER_LINEAR;
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info.minFilter = VK_FILTER_LINEAR;
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info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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info.minLod = -1000;
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info.maxLod = 1000;
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info.maxAnisotropy = 1.0f;
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@ -18,6 +18,7 @@
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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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// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
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// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
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// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
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@ -565,9 +566,9 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
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sampler_desc.minFilter = WGPUFilterMode_Linear;
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sampler_desc.magFilter = WGPUFilterMode_Linear;
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sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
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sampler_desc.addressModeU = WGPUAddressMode_Repeat;
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sampler_desc.addressModeV = WGPUAddressMode_Repeat;
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sampler_desc.addressModeW = WGPUAddressMode_Repeat;
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sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
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sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
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sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
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sampler_desc.maxAnisotropy = 1;
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bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
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}
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@ -48,6 +48,8 @@ Other changes:
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state to draw callbacks. (#6969, #5834, #7468, #3590)
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- Backends: DX11, DX12, Vulkan, WGPU: expose selected state in ImGui_ImplXXXX_RenderState.
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structure during render loop. (#6969, #5834, #7468, #3590)
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- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
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to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502)
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-----------------------------------------------------------------------
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