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Examples: DX12: Empty skeleton toward implementing the multi-viewport api for DirectX12. (WIP/test API) (#1542, #301)
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@ -93,7 +93,7 @@ void ResizeSwapChain(HWND hWnd, int width, int height)
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sd.Width = width;
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sd.Height = height;
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IDXGIFactory4* dxgiFactory = nullptr;
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IDXGIFactory4* dxgiFactory = NULL;
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g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
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g_pSwapChain->Release();
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@ -289,7 +289,9 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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@ -399,6 +401,9 @@ int main(int, char**)
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindows();
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g_pSwapChain->Present(1, 0); // Present with vsync
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//g_pSwapChain->Present(0, 0); // Present without vsync
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@ -18,6 +18,7 @@
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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// DirectX data
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@ -48,6 +49,10 @@ struct VERTEX_CONSTANT_BUFFER
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float mvp[4][4];
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};
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// Forward Declarations
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static void ImGui_ImplDX12_InitPlatformInterface();
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static void ImGui_ImplDX12_ShutdownPlatformInterface();
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
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@ -587,7 +592,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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g_RTVFormat = rtv_format;
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g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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g_pFrameResources = new FrameResources [num_frames_in_flight];
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g_pFrameResources = new FrameResources[num_frames_in_flight];
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g_numFramesInFlight = num_frames_in_flight;
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g_frameIndex = UINT_MAX;
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@ -599,11 +604,16 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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g_pFrameResources[i].IndexBufferSize = 10000;
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}
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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ImGui_ImplDX12_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplDX12_Shutdown()
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{
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ImGui_ImplDX12_ShutdownPlatformInterface();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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delete[] g_pFrameResources;
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g_pd3dDevice = NULL;
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@ -622,3 +632,135 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
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g_pd3dCommandList = command_list;
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}
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// --------------------------------------------------------------------------------------------------------
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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#include "imgui_internal.h" // ImGuiViewport
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struct ImGuiPlatformDataDx12
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{
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IDXGISwapChain3* SwapChain;
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ImGuiPlatformDataDx12() { SwapChain = NULL; }
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~ImGuiPlatformDataDx12() { IM_ASSERT(SwapChain == NULL); }
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};
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static void ImGui_ImplDX12_CreateViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataDx12* data = IM_NEW(ImGuiPlatformDataDx12)();
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viewport->RendererUserData = data;
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IM_ASSERT(0);
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/*
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// FIXME-PLATFORM
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HWND hwnd = (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferDesc.Width = (UINT)viewport->Size.x;
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sd.BufferDesc.Height = (UINT)viewport->Size.y;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.BufferCount = 1;
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sd.OutputWindow = hwnd;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.Flags = 0;
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IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
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g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
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// Create the render target
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if (data->SwapChain)
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{
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ID3D11Texture2D* pBackBuffer;
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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*/
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}
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static void ImGui_ImplDX12_DestroyViewport(ImGuiViewport* viewport)
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{
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if (ImGuiPlatformDataDx12* data = (ImGuiPlatformDataDx12*)viewport->RendererUserData)
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{
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IM_ASSERT(0);
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/*
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if (data->SwapChain)
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data->SwapChain->Release();
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data->SwapChain = NULL;
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if (data->RTView)
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data->RTView->Release();
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data->RTView = NULL;
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IM_DELETE(data);
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*/
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}
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viewport->RendererUserData = NULL;
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}
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static void ImGui_ImplDX12_ResizeViewport(ImGuiViewport* viewport, int w, int h)
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{
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ImGuiPlatformDataDx12* data = (ImGuiPlatformDataDx12*)viewport->RendererUserData;
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IM_ASSERT(0);
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/*
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if (data->RTView)
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{
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data->RTView->Release();
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data->RTView = NULL;
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}
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if (data->SwapChain)
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{
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ID3D11Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, w, h, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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*/
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}
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static void ImGui_ImplDX12_RenderViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataDx12* data = (ImGuiPlatformDataDx12*)viewport->RendererUserData;
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IM_ASSERT(0);
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/*
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ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
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clear_color.w = 1.0f;
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g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
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g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
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*/
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ImGui_ImplDX12_RenderDrawData(&viewport->DrawData);
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}
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static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataDx12* data = (ImGuiPlatformDataDx12*)viewport->RendererUserData;
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IM_ASSERT(0);
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/*
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data->SwapChain->Present(0, 0); // Present without vsync
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*/
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}
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void ImGui_ImplDX12_InitPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.RendererInterface.CreateViewport = ImGui_ImplDX12_CreateViewport;
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io.RendererInterface.DestroyViewport = ImGui_ImplDX12_DestroyViewport;
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io.RendererInterface.ResizeViewport = ImGui_ImplDX12_ResizeViewport;
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io.RendererInterface.RenderViewport = ImGui_ImplDX12_RenderViewport;
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io.RendererInterface.SwapBuffers = ImGui_ImplDX12_SwapBuffers;
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}
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void ImGui_ImplDX12_ShutdownPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(&io.RendererInterface, 0, sizeof(io.RendererInterface));
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}
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