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Backends: SDLRenderer3: restore modified texture scale modes at the end of RenderDrawData(). (#9378, #9543)
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3 changed files with 51 additions and 13 deletions
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@ -25,6 +25,7 @@
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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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// 2026-09-17: Restore modified texture scale modes at the end of RenderDrawData(). Added CurrentScaleMode in ImGui_ImplSDLRenderer3_RenderState (#9543, #9378)
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// 2026-07-15: Fixed default sampler state to be linear (broken 2026-04-23). (#9470, #9378)
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
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// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
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@ -58,10 +59,17 @@
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer3_TexScaleModeEntry
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{
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SDL_Texture* Texture;
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SDL_ScaleMode ScaleModeBackup;
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};
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struct ImGui_ImplSDLRenderer3_Data
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{
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SDL_Renderer* Renderer; // Main viewport's renderer
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ImVector<SDL_FColor> ColorBuffer;
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ImVector<ImGui_ImplSDLRenderer3_TexScaleModeEntry> TexScaleModeBackups; // Backup of texture scale modes
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -82,7 +90,6 @@ static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderClipRect(renderer, nullptr);
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render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR;
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}
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@ -116,6 +123,38 @@ static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawLis
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static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
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static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
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// SDLRenderer has various design issues which makes it hard to do it compared to regular graphics API.
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// - scale/filtering mode is tied to a texture.
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// - scale/filtering mode is not queued as part of the SDL_RenderGeometryXXX commands, so a change in one texture requires a flush.
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static void ImGui_ImplSDLRenderer3_TexScaleModeUpdate(SDL_Renderer* renderer, SDL_Texture* tex, SDL_ScaleMode desired_scale_mode)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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SDL_ScaleMode tex_scale_mode = desired_scale_mode;
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if (!SDL_GetTextureScaleMode(tex, &tex_scale_mode) || tex_scale_mode == desired_scale_mode)
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return;
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SDL_FlushRenderer(renderer);
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SDL_SetTextureScaleMode(tex, desired_scale_mode);
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// Store backup of old scale mode
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for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
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if (entry.Texture == tex)
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return;
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ImGui_ImplSDLRenderer3_TexScaleModeEntry entry = { tex, tex_scale_mode };
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bd->TexScaleModeBackups.push_back(entry);
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}
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static void ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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if (bd->TexScaleModeBackups.Size == 0)
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return;
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SDL_FlushRenderer(renderer);
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for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups)
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if (entry.ScaleModeBackup != SDL_SCALEMODE_INVALID)
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SDL_SetTextureScaleMode(entry.Texture, entry.ScaleModeBackup);
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bd->TexScaleModeBackups.resize(0);
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}
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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@ -165,11 +204,11 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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// Setup desired state
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ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
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IM_ASSERT(bd->TexScaleModeBackups.Size == 0);
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = render_scale;
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SDL_ScaleMode last_scale_mode = render_state.CurrentScaleMode;
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// Render command lists
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for (const ImDrawList* draw_list : draw_data->CmdLists)
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@ -199,20 +238,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
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SDL_SetRenderClipRect(renderer, &r);
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// Setup texture scale/filtering mode
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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ImGui_ImplSDLRenderer3_TexScaleModeUpdate(renderer, tex, render_state.CurrentScaleMode);
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// Draw
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
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if (last_scale_mode != render_state.CurrentScaleMode)
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SDL_FlushRenderer(renderer);
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_SetTextureScaleMode(tex, render_state.CurrentScaleMode);
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col));
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SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
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xy, (int)sizeof(ImDrawVert),
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color, (int)sizeof(ImDrawVert),
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@ -227,6 +263,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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// Restore modified SDL_Renderer state
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SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
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SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(renderer);
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}
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void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
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@ -49,7 +49,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
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struct ImGui_ImplSDLRenderer3_RenderState
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{
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SDL_Renderer* Renderer;
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SDL_ScaleMode CurrentScaleMode;
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SDL_ScaleMode CurrentScaleMode; // Current scale mode during render.
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};
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static inline ImGui_ImplSDLRenderer3_RenderState* ImGui_ImplSDLRenderer3_GetRenderState() { return (ImGui_ImplSDLRenderer3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }
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@ -93,7 +93,7 @@ Other Changes:
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and various operators.
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- IO: restore default clipboard/ime/shell platform handlers on ClearPlatformHandlers(), fixing
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issues switching backends mid-session to one relying on default. (#9537, #8945, #2769) [@lstalmir]
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- ImDrawList:
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- DrawList:
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- Per-viewport FramebufferScale for Apple/Retina screen is applied to draw lists:
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- AA Fringe is scaled accordingly.
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- Circle and Curves tessellation error are scaled accordingly.
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@ -106,6 +106,7 @@ Other Changes:
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- QNX: added QNX Screen backend. (#9492) [@mgorchak-blackberry]
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- SDL2: fixed querying framebuffer scale/density when using Metal without
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going through a SDL_Renderer. (#5592) [@lailoken]
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- SDLRenderer3: restore any temporarily modified texture scale modes at the of `RenderDrawData()`. (#9378)
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- SDLRenderer3: expose CurrentScaleMode in ImGui_ImplSDLRenderer3_RenderState. (#9543, #9378) [@Clownacy]
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- Vulkan: added for support for multiple Vulkan contexts with custom loaders. (#6616) [@lstalmir]
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- WebGPU: fixed passing non-integer sizes to `wgpuRenderPassEncoderSetViewport()`
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