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@@ -202,8 +202,8 @@ struct VERTEX_CONSTANT_BUFFER_DX12
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};
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// Forward Declarations
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-static void ImGui_ImplDX12_InitPlatformInterface();
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-static void ImGui_ImplDX12_ShutdownPlatformInterface();
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+static void ImGui_ImplDX12_InitMultiViewportSupport();
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+static void ImGui_ImplDX12_ShutdownMultiViewportSupport();
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
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@@ -932,7 +932,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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- ImGui_ImplDX12_InitPlatformInterface();
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+ ImGui_ImplDX12_InitMultiViewportSupport();
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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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@@ -996,7 +996,7 @@ void ImGui_ImplDX12_Shutdown()
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}
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// Clean up windows and device objects
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- ImGui_ImplDX12_ShutdownPlatformInterface();
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+ ImGui_ImplDX12_ShutdownMultiViewportSupport();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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io.BackendRendererName = nullptr;
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@@ -1240,7 +1240,7 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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::SwitchToThread();
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}
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-void ImGui_ImplDX12_InitPlatformInterface()
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+void ImGui_ImplDX12_InitMultiViewportSupport()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
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@@ -1250,7 +1250,7 @@ void ImGui_ImplDX12_InitPlatformInterface()
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platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
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}
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-void ImGui_ImplDX12_ShutdownPlatformInterface()
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+void ImGui_ImplDX12_ShutdownMultiViewportSupport()
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{
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ImGui::DestroyPlatformWindows();
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}
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