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Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590)
Amend e94f95d
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4 changed files with 46 additions and 25 deletions
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@ -18,6 +18,8 @@
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#ifndef IMGUI_DISABLE
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struct ID3D10Device;
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struct ID3D10SamplerState;
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struct ID3D10Buffer;
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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_ImplDX10_Init(ID3D10Device* device);
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@ -29,4 +31,14 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplDX10_RenderState
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{
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ID3D10Device* Device;
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ID3D10SamplerState* SamplerDefault;
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ID3D10Buffer* VertexConstantBuffer;
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};
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#endif // #ifndef IMGUI_DISABLE
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