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Removed d3d11 references
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@@ -133,7 +133,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDevice->IASetInputLayout(g_pInputLayout);
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g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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g_pd3dDevice->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_pd3dDevice->VSSetShader(g_pVertexShader);
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g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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g_pd3dDevice->PSSetShader(g_pPixelShader);
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@@ -256,7 +256,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
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D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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File diff suppressed because it is too large
Load Diff
@@ -1,23 +0,0 @@
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// ImGui Win32 + DirectX11 binding
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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IMGUI_API void ImGui_ImplDX11_Shutdown();
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IMGUI_API void ImGui_ImplDX11_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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/*
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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*/
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