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Viewporrt. Examples: DirectX10,11: Make the platform SetWindowSize handler not crash on failure to resize, which could happen (rarely) on invalid data or bug in the code.
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@ -23,6 +23,7 @@
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#include "imgui_impl_dx10.h"
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#include "imgui_impl_dx10.h"
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// DirectX
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// DirectX
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#include <stdio.h>
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#include <d3d10_1.h>
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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#include <d3dcompiler.h>
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@ -581,6 +582,11 @@ static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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ID3D10Texture2D* pBackBuffer = NULL;
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ID3D10Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == NULL)
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{
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fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() can't created buffers.\n");
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return;
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}
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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pBackBuffer->Release();
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}
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}
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@ -22,6 +22,7 @@
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#include "imgui_impl_dx11.h"
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#include "imgui_impl_dx11.h"
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// DirectX
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// DirectX
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#include <stdio.h>
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#include <d3d11.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#include <d3dcompiler.h>
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@ -588,6 +589,11 @@ static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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ID3D11Texture2D* pBackBuffer = NULL;
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ID3D11Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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if (pBackBuffer == NULL)
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{
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fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() can't created buffers.\n");
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return;
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}
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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pBackBuffer->Release();
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}
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}
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