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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx9.cpp # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdlgpu3.cpp # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
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@@ -24,6 +24,7 @@
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// CHANGELOG
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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
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// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
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// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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@@ -312,8 +313,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
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static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
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if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
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SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
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if (tex->GetTexID() != ImTextureID_Invalid)
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if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
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SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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