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	Examples: DirectX10,DirectX11 : Minor renaming
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		@@ -67,13 +67,13 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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    {
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        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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        D3D11_BUFFER_DESC buffer_desc;
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        memset(&buffer_desc, 0, sizeof(D3D11_BUFFER_DESC));
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        buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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        buffer_desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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        buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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        buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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        if (g_pd3dDevice->CreateBuffer(&buffer_desc, NULL, &g_pIB) < 0)
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        D3D11_BUFFER_DESC desc;
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        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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        desc.Usage = D3D11_USAGE_DYNAMIC;
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        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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            return;
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    }
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@@ -283,31 +283,31 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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    // Upload texture to graphics system
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    {
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        D3D11_TEXTURE2D_DESC texDesc;
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        ZeroMemory(&texDesc, sizeof(texDesc));
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        texDesc.Width = width;
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        texDesc.Height = height;
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        texDesc.MipLevels = 1;
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        texDesc.ArraySize = 1;
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        texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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        texDesc.SampleDesc.Count = 1;
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        texDesc.Usage = D3D11_USAGE_DEFAULT;
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        texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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        texDesc.CPUAccessFlags = 0;
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        D3D11_TEXTURE2D_DESC desc;
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        ZeroMemory(&desc, sizeof(desc));
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        desc.Width = width;
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        desc.Height = height;
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        desc.MipLevels = 1;
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        desc.ArraySize = 1;
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        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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        desc.SampleDesc.Count = 1;
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        desc.Usage = D3D11_USAGE_DEFAULT;
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        desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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        desc.CPUAccessFlags = 0;
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        ID3D11Texture2D *pTexture = NULL;
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        D3D11_SUBRESOURCE_DATA subResource;
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        subResource.pSysMem = pixels;
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        subResource.SysMemPitch = texDesc.Width * 4;
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        subResource.SysMemPitch = desc.Width * 4;
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        subResource.SysMemSlicePitch = 0;
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        g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
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        g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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        // Create texture view
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        D3D11_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.Texture2D.MipLevels = texDesc.MipLevels;
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        srvDesc.Texture2D.MipLevels = desc.MipLevels;
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        srvDesc.Texture2D.MostDetailedMip = 0;
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        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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        pTexture->Release();
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@@ -318,17 +318,17 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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    // Create texture sampler
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    {
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        D3D11_SAMPLER_DESC samplerDesc;
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        ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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        samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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        samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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        samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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        samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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        samplerDesc.MipLODBias = 0.f;
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        samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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        samplerDesc.MinLOD = 0.f;
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        samplerDesc.MaxLOD = 0.f;
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        g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
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        D3D11_SAMPLER_DESC desc;
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        ZeroMemory(&desc, sizeof(desc));
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        desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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        desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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        desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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        desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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        desc.MipLODBias = 0.f;
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        desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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        desc.MinLOD = 0.f;
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        desc.MaxLOD = 0.f;
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        g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
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    }
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}
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@@ -376,24 +376,23 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
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            return false;
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        // Create the input layout
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        D3D11_INPUT_ELEMENT_DESC localLayout[] = {
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        D3D11_INPUT_ELEMENT_DESC local_layout[] = {
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            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
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            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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        };
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        if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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            return false;
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        // Create the constant buffer
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        {
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            D3D11_BUFFER_DESC cbDesc;
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            cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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            cbDesc.Usage = D3D11_USAGE_DYNAMIC;
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            cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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            cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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            cbDesc.MiscFlags = 0;
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            g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
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            D3D11_BUFFER_DESC desc;
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            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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            desc.Usage = D3D11_USAGE_DYNAMIC;
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            desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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            desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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            desc.MiscFlags = 0;
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            g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
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        }
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    }
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