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Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when entering the rendering function. (#4045)
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@ -190,7 +190,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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DXGI_FORMAT IndexBufferFormat;
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ID3D10InputLayout* InputLayout;
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};
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BACKUP_DX10_STATE old;
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BACKUP_DX10_STATE old = {};
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old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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@ -198,7 +198,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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DXGI_FORMAT IndexBufferFormat;
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ID3D11InputLayout* InputLayout;
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};
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BACKUP_DX11_STATE old;
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BACKUP_DX11_STATE old = {};
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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@ -60,6 +60,8 @@ Other Changes:
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[@1025798851]
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- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
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workaround/fix state restoring issues. Unknown exactly why so, but bit of a cargo-cult fix. (#3857)
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- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
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entering the rendering function. (#4045) [@Nemirtingas]
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- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
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VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
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- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
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