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	@@ -530,7 +530,9 @@ void ImGui_ImplSDL2_Shutdown()
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        SDL_free(bd->ClipboardTextData);
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    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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        SDL_FreeCursor(bd->MouseCursors[cursor_n]);
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    bd->MouseLastCursor = nullptr;
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    if (bd->Gamepad && bd->GamepadSelectAuto)
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        SDL_GameControllerClose(bd->Gamepad);
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    io.BackendPlatformName = nullptr;
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    io.BackendPlatformUserData = nullptr;
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@@ -53,7 +53,7 @@ Other changes:
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- Backends: SDL2: Handle gamepad disconnection + fixed increasing gamepad reference counter
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  continuously. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit()
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  functions to respectively select automatic selection or provide a gamepad to use.
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  (#3884, #6559, #6890) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
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  (#3884, #6559, #6890) [@lethal-guitar, @wn2000, @ocornut, @bog-dan-ro]
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- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
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  a wrong viewport if none was initially set.
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- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side
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