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Examples: DX12: Fixed compilation of imgui_impl_dx12.cpp in viewport branch. Multi-viewport is still not functional.
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@ -38,9 +38,9 @@ static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFER
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void CreateRenderTarget()
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{
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ID3D12Resource* pBackBuffer;
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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ID3D12Resource* pBackBuffer = NULL;
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
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g_mainRenderTargetResource[i] = pBackBuffer;
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@ -415,7 +415,7 @@ int main(int, char**)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
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}
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g_pSwapChain->Present(1, 0); // Present with vsync
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@ -731,18 +731,22 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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*/
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}
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static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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// arg = ID3D12GraphicsCommandList*
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static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void* renderer_arg)
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{
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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IM_ASSERT(0);
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(void)data;
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ID3D12GraphicsCommandList* command_list = (ID3D12GraphicsCommandList*)renderer_arg;
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/*
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
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g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
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*/
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ImGui_ImplDX12_RenderDrawData(viewport->DrawData);
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ImGui_ImplDX12_RenderDrawData(viewport->DrawData, command_list);
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}
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static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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