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Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72).
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@ -34,6 +34,9 @@ HOW TO UPDATE?
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Other Changes:
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Other Changes:
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- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
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would generally make the debug layer complain (Added in 1.72).
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VERSION 1.72b (Released 2019-07-31)
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VERSION 1.72b (Released 2019-07-31)
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@ -11,6 +11,7 @@
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// CHANGELOG
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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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// (minor and older changes stripped away, please see git history for details)
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -208,7 +209,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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old.PSInstancesCount = old.VSInstancesCount = 256;
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old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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