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Pass command list in using ImGui_ImplDX12_NewFrame() instead of ImGui_ImplDX12_Init()
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@ -629,13 +629,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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}
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bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
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ID3D12Device* device, ID3D12GraphicsCommandList* command_list,
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ID3D12Device* device,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
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D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_pd3dCommandList = command_list;
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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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@ -697,11 +696,13 @@ void ImGui_ImplDX12_Shutdown()
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g_frameIndex = UINT_MAX;
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}
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void ImGui_ImplDX12_NewFrame()
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void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
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{
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if (!g_pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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g_pd3dCommandList = command_list;
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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@ -21,11 +21,11 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
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// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
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// descriptor to use for the internal font texture.
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IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
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ID3D12Device* device, ID3D12GraphicsCommandList* cmdList,
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ID3D12Device* device,
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D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle);
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IMGUI_API void ImGui_ImplDX12_Shutdown();
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IMGUI_API void ImGui_ImplDX12_NewFrame();
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IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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@ -300,7 +300,7 @@ int main(int, char**)
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UpdateWindow(hwnd);
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// Setup ImGui binding
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ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice, g_pd3dCommandList,
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ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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@ -329,7 +329,7 @@ int main(int, char**)
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DispatchMessage(&msg);
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continue;
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}
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ImGui_ImplDX12_NewFrame();
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ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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