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Backends: WebGPU: use integer framebuffer size for viewport
wgpuRenderPassEncoderSetViewport was passed FramebufferScale * DisplaySize in float, which can round one ULP above the render target size during resizing and trigger a wgpu validation error. Cast to int so the viewport stays inside the target. Fixes #8628.
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@ -440,7 +440,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
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// Setup viewport
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wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
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wgpuRenderPassEncoderSetViewport(ctx, 0, 0, (float)(int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x), (float)(int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y), 0, 1);
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// Bind shader and vertex buffers
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wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
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