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Fix Vulkan example for use when a depth buffer is active.
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@ -388,10 +388,10 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
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else
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{
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VkRect2D scissor;
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scissor.offset.x = static_cast<int32_t>(pcmd->ClipRect.x);
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scissor.offset.y = static_cast<int32_t>(pcmd->ClipRect.y);
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scissor.extent.width = static_cast<uint32_t>(pcmd->ClipRect.z - pcmd->ClipRect.x);
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scissor.extent.height = static_cast<uint32_t>(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // TODO: + 1??????
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scissor.offset.x = (int32_t)(pcmd->ClipRect.x);
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scissor.offset.y = (int32_t)(pcmd->ClipRect.y);
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scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
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scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // TODO: + 1??????
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vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor);
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vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
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}
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@ -725,6 +725,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
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raster_info.polygonMode = VK_POLYGON_MODE_FILL;
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raster_info.cullMode = VK_CULL_MODE_NONE;
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raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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raster_info.lineWidth = 1.0f;
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VkPipelineMultisampleStateCreateInfo ms_info = {};
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ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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@ -740,6 +741,9 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
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color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
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color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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VkPipelineDepthStencilStateCreateInfo depth_info = {};
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depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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VkPipelineColorBlendStateCreateInfo blend_info = {};
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blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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blend_info.attachmentCount = 1;
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@ -761,6 +765,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
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info.pViewportState = &viewport_info;
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info.pRasterizationState = &raster_info;
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info.pMultisampleState = &ms_info;
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info.pDepthStencilState = &depth_info;
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info.pColorBlendState = &blend_info;
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info.pDynamicState = &dynamic_state;
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info.layout = g_PipelineLayout;
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