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								// dear imgui: Renderer Backend for DirectX11
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This needs to be used along with a Platform Backend (e.g. Win32)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Implemented features:
  
						 
					
						
							
								
									
										
										
										
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								//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  
						 
					
						
							
								
									
										
										
										
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								//  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  
						 
					
						
							
								
									
										
										
										
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								//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  
						 
					
						
							
								
									
										
										
										
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								//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  
						 
					
						
							
								
									
										
										
										
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								//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  
						 
					
						
							
								
									
										
										
										
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								// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  
						 
					
						
							
								
									
										
										
										
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								// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  
						 
					
						
							
								
									
										
										
										
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								// Learn about Dear ImGui:
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - FAQ                  https://dearimgui.com/faq
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Getting Started      https://dearimgui.com/getting-started
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Introduction, links and more at the top of imgui.cpp
  
						 
					
						
							
								
									
										
										
										
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								# pragma once 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "imgui.h"      // IMGUI_IMPL_API 
  
						 
					
						
							
								
									
										
										
										
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								# ifndef IMGUI_DISABLE 
  
						 
					
						
							
								
									
										
										
										
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								struct  ID3D11Device ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ID3D11DeviceContext ;  
						 
					
						
							
								
									
										
										
										
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								struct  ID3D11SamplerState ;  
						 
					
						
							
								
									
										
										
										
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								struct  ID3D11Buffer ;  
						 
					
						
							
								
									
										
										
										
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								// Follow "Getting Started" link and check examples/ folder to learn about using backends!
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  bool      ImGui_ImplDX11_Init ( ID3D11Device *  device ,  ID3D11DeviceContext *  device_context ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_IMPL_API  void      ImGui_ImplDX11_Shutdown ( ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  void      ImGui_ImplDX11_NewFrame ( ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  void      ImGui_ImplDX11_RenderDrawData ( ImDrawData *  draw_data ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Use if you want to reset your rendering device without losing Dear ImGui state.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_IMPL_API  bool      ImGui_ImplDX11_CreateDeviceObjects ( ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_IMPL_API  void      ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;  
						 
					
						
							
								
									
										
										
										
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								// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_IMPL_API  void      ImGui_ImplDX11_UpdateTexture ( ImTextureData *  tex ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// [BETA] Selected render state data shared with callbacks.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (Please open an issue if you feel you need access to more data)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGui_ImplDX11_RenderState  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ID3D11Device *            Device ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ID3D11DeviceContext *     DeviceContext ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ID3D11SamplerState *      SamplerDefault ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ID3D11Buffer *            VertexConstantBuffer ; 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# endif  // #ifndef IMGUI_DISABLE