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								// dear imgui: Renderer Backend for Metal
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								// This needs to be used along with a Platform Backend (e.g. OSX)
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								// Implemented features:
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								//  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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								//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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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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								// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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								// Read online: https://github.com/ocornut/imgui/tree/master/docs
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								#include "imgui.h"      // IMGUI_IMPL_API
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								#ifndef IMGUI_DISABLE
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								//-----------------------------------------------------------------------------
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								// ObjC API
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								//-----------------------------------------------------------------------------
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								#ifdef __OBJC__
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								@class MTLRenderPassDescriptor;
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								@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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								IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
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								IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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								IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
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								IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
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								                                                   id<MTLCommandBuffer> commandBuffer,
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								                                                   id<MTLRenderCommandEncoder> commandEncoder);
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								// Called by Init/NewFrame/Shutdown
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								IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
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								IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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								IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
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								IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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								#endif
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								//-----------------------------------------------------------------------------
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								// C++ API
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								//-----------------------------------------------------------------------------
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								// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
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								// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
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								#ifdef IMGUI_IMPL_METAL_CPP
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								#include <Metal/Metal.hpp>
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								#ifndef __OBJC__
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								IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
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								IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
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								IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
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								IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
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								                                                   MTL::CommandBuffer* commandBuffer,
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								                                                   MTL::RenderCommandEncoder* commandEncoder);
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								// Called by Init/NewFrame/Shutdown
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								IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
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								IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
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								IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
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								IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
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								#endif
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								#endif
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								//-----------------------------------------------------------------------------
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								#endif // #ifndef IMGUI_DISABLE
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