Merge latest from ocornut/imgui
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// ImGui Win32 + DirectX12 binding
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// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <d3d12.h>
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struct ID3D12Device;
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struct ID3D12GraphicsCommandList;
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struct D3D12_CPU_DESCRIPTOR_HANDLE;
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struct D3D12_GPU_DESCRIPTOR_HANDLE;
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// cmdList is the command list that the implementation will use to render the
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// GUI.
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//
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// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
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// and setting the appropriate render target and descriptor heap that contains
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// fontSrv*puDescHandle.
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// fontSrvCpuDescHandle/fontSrvGpuDescHandle.
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//
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// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
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// descriptor to use for the internal font texture.
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