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Misc shallow tweaks/tidying up. (#8446)
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@@ -90,8 +90,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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// Setup viewport
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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D3D11_VIEWPORT vp = {};
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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@@ -158,8 +157,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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D3D11_BUFFER_DESC desc = {};
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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@@ -172,8 +170,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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D3D11_BUFFER_DESC desc = {};
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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@@ -447,7 +444,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the constant buffer
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{
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D3D11_BUFFER_DESC desc;
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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