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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # examples/imgui_impl_osx.h # examples/imgui_impl_osx.mm # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
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@@ -4,6 +4,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
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@@ -11,7 +12,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_HasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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@@ -219,8 +221,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_idx_offset = 0;
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int global_vtx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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@@ -246,11 +249,11 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.Size;
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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// Restore modified DX state
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@@ -500,6 +503,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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