Docs: fixed mismatched parentheses & other small changes. (#8922)
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@@ -124,7 +124,7 @@ struct ImGui_ImplVulkan_MainPipelineCreateInfo
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VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
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#endif
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};
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext))
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IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext)))
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
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@@ -163,12 +163,12 @@ struct ImGui_ImplVulkan_RenderState
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//
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// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
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// render pass, frame buffers, etc.). You may read this code if you are curious, but
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// it is recommended you use you own custom tailored code to do equivalent work.
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// it is recommended you use your own custom tailored code to do equivalent work.
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//
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// We don't provide a strong guarantee that we won't change those functions API.
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//
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// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
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// by the regular ImGui_ImplVulkan_XXX functions).
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// by the regular ImGui_ImplVulkan_XXX functions.
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//-------------------------------------------------------------------------
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struct ImGui_ImplVulkanH_Frame;
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