update Dear ImGui to 1.91.9
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1a0d8dc52e
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343decfd51
32 changed files with 2893 additions and 2277 deletions
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@ -93,8 +93,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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// Setup viewport
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D3D10_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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D3D10_VIEWPORT vp = {};
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vp.Width = (UINT)draw_data->DisplaySize.x;
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vp.Height = (UINT)draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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@ -158,8 +157,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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D3D10_BUFFER_DESC desc = {};
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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@ -173,8 +171,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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D3D10_BUFFER_DESC desc = {};
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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@ -437,7 +434,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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// Create the constant buffer
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{
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D3D10_BUFFER_DESC desc;
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D3D10_BUFFER_DESC desc = {};
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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@ -638,7 +635,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
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ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
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viewport->RendererUserData = vd;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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