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Example: DirectX9: Backup and restore all state
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@ -58,14 +58,10 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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return;
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}
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// Backup some DX9 state (not all!)
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// FIXME: Backup/restore everything else
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D3DRENDERSTATETYPE last_render_state_to_backup[] = { D3DRS_CULLMODE, D3DRS_LIGHTING, D3DRS_ZENABLE, D3DRS_ALPHABLENDENABLE, D3DRS_ALPHATESTENABLE, D3DRS_BLENDOP, D3DRS_SRCBLEND, D3DRS_DESTBLEND, D3DRS_SCISSORTESTENABLE };
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DWORD last_render_state_values[ARRAYSIZE(last_render_state_to_backup)] = { 0 };
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IDirect3DPixelShader9* last_ps; g_pd3dDevice->GetPixelShader( &last_ps );
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IDirect3DVertexShader9* last_vs; g_pd3dDevice->GetVertexShader( &last_vs );
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for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
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g_pd3dDevice->GetRenderState(last_render_state_to_backup[n], &last_render_state_values[n]);
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// Backup the DX9 state
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IDirect3DStateBlock9* d3d9_state_block = NULL;
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if ( g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0 )
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return;
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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@ -161,11 +157,9 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore some modified DX9 state (not all!)
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g_pd3dDevice->SetPixelShader( last_ps );
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g_pd3dDevice->SetVertexShader( last_vs );
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for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
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g_pd3dDevice->SetRenderState(last_render_state_to_backup[n], last_render_state_values[n]);
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// Restore the DX9 state
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d3d9_state_block->Apply();
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d3d9_state_block->Release();
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}
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IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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