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	Backends: DX10/DX11: Minor tweaks.
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		@@ -379,9 +379,9 @@ bool    ImGui_ImplDX10_CreateDeviceObjects()
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        // Create the input layout
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					        // Create the input layout
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        D3D10_INPUT_ELEMENT_DESC local_layout[] =
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					        D3D10_INPUT_ELEMENT_DESC local_layout[] =
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        {
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					        {
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            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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					            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
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					            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
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            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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					            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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        };
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					        };
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        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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					        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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        {
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					        {
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@@ -391,9 +391,9 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
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        // Create the input layout
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					        // Create the input layout
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        D3D11_INPUT_ELEMENT_DESC local_layout[] =
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					        D3D11_INPUT_ELEMENT_DESC local_layout[] =
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        {
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					        {
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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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					            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, 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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					            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, 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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					            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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        };
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					        };
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        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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					        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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        {
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					        {
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@@ -585,14 +585,11 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
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        desc.BackFace = desc.FrontFace;
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					        desc.BackFace = desc.FrontFace;
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    }
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					    }
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    if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
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					    HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
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    {
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    vertexShaderBlob->Release();
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					    vertexShaderBlob->Release();
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    pixelShaderBlob->Release();
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					    pixelShaderBlob->Release();
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					    if (result_pipeline_state != S_OK)
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        return false;
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					        return false;
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    }
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    vertexShaderBlob->Release();
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    pixelShaderBlob->Release();
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    ImGui_ImplDX12_CreateFontsTexture();
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					    ImGui_ImplDX12_CreateFontsTexture();
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