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@ -3,6 +3,7 @@
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// Implemented features:
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Multi-viewport rendering (when ImGuiConfigFlags_EnableViewports is enabled).
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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 use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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@ -589,7 +590,7 @@ static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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}
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}
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static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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@ -599,7 +600,7 @@ static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport)
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ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
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}
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static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport)
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static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
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data->SwapChain->Present(0, 0); // Present without vsync
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