update Dear ImGui to 1.91.6
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49 changed files with 903 additions and 491 deletions
109
extern/imgui_patched/backends/imgui_impl_dx12.cpp
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109
extern/imgui_patched/backends/imgui_impl_dx12.cpp
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@ -3,11 +3,14 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' 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: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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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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// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
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// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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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:
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@ -19,6 +22,9 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
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// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
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// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
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// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
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// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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@ -53,18 +59,30 @@
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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// DirectX12 data
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struct ImGui_ImplDX12_RenderBuffers;
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struct ImGui_ImplDX12_Texture
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{
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ID3D12Resource* pTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
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};
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struct ImGui_ImplDX12_Data
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{
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ImGui_ImplDX12_InitInfo InitInfo;
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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DXGI_FORMAT RTVFormat;
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ID3D12Resource* pFontTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_Texture FontTexture;
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bool LegacySingleDescriptorUsed;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -372,7 +390,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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@ -385,6 +403,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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{
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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@ -515,13 +534,13 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
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SafeRelease(bd->pFontTextureResource);
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bd->pFontTextureResource = pTexture;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
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SafeRelease(font_tex->pTextureResource);
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font_tex->pTextureResource = pTexture;
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
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io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
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}
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bool ImGui_ImplDX12_CreateDeviceObjects()
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@ -629,6 +648,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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psoDesc.SampleMask = UINT_MAX;
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = bd->RTVFormat;
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psoDesc.DSVFormat = bd->DSVFormat;
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psoDesc.SampleDesc.Count = 1;
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psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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@ -774,12 +794,15 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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ImGuiIO& io = ImGui::GetIO();
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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SafeRelease(bd->pFontTextureResource);
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io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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// Free SRV descriptor used by texture
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
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SafeRelease(font_tex->pTextureResource);
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io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
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}
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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@ -787,6 +810,15 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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// Setup backend capabilities flags
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ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
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bd->InitInfo = *init_info; // Deep copy
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init_info = &bd->InitInfo;
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bd->pd3dDevice = init_info->Device;
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bd->RTVFormat = init_info->RTVFormat;
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bd->DSVFormat = init_info->DSVFormat;
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bd->numFramesInFlight = init_info->NumFramesInFlight;
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bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -794,21 +826,56 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX12_InitPlatformInterface();
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bd->pd3dDevice = device;
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bd->RTVFormat = rtv_format;
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bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->pd3dSrvDescHeap = cbv_srv_heap;
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// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
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// Since this is created and managed by the application, we will only use the ->Resources[] fields.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (init_info->SrvDescriptorAllocFn == nullptr)
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{
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// Wrap legacy behavior of passing space for a single descriptor
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IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
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init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd->LegacySingleDescriptorUsed == false);
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*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
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*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
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bd->LegacySingleDescriptorUsed = true;
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};
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init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
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bd->LegacySingleDescriptorUsed = false;
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};
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}
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#endif
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// Allocate 1 SRV descriptor for the font texture
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IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
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init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
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return true;
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Legacy initialization API Obsoleted in 1.91.5
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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ImGui_ImplDX12_InitInfo init_info;
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init_info.Device = device;
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init_info.NumFramesInFlight = num_frames_in_flight;
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init_info.RTVFormat = rtv_format;
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init_info.SrvDescriptorHeap = srv_descriptor_heap;
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init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
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init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;;
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return ImGui_ImplDX12_Init(&init_info);
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}
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#endif
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void ImGui_ImplDX12_Shutdown()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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