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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # examples/example_glfw_vulkan/main.cpp # examples/example_sdl_vulkan/main.cpp # imgui.cpp
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@@ -13,6 +13,7 @@
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@@ -445,8 +446,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOp = D3D10_BLEND_OP_ADD;
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desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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desc.DestBlendAlpha = D3D10_BLEND_ZERO;
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desc.SrcBlendAlpha = D3D10_BLEND_ONE;
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desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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