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.
This commit is contained in:
rubbededo 2026-08-16 01:40:58 +00:00
parent 46d39d56fe
commit 286331c0d1

View File

@ -440,7 +440,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
}
// Setup viewport
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
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);
// Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));