| // dear imgui: Renderer Backend for DirectX12 | 
 | // This needs to be used along with a Platform Backend (e.g. Win32) | 
 |  | 
 | // Implemented features: | 
 | //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! | 
 | //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | 
 |  | 
 | // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. | 
 | // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. | 
 | // To build this on 32-bit systems: | 
 | // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) | 
 | // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. | 
 | // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) | 
 | // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) | 
 |  | 
 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | 
 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | 
 | // Learn about Dear ImGui: | 
 | // - FAQ                  https://dearimgui.com/faq | 
 | // - Getting Started      https://dearimgui.com/getting-started | 
 | // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). | 
 | // - Introduction, links and more at the top of imgui.cpp | 
 |  | 
 | // CHANGELOG | 
 | // (minor and older changes stripped away, please see git history for details) | 
 | //  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | 
 | //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). | 
 | //  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | 
 | //  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. | 
 | //  2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. | 
 | //  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. | 
 | //  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. | 
 | //  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. | 
 | //  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. | 
 | //  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. | 
 | //  2019-03-29: Misc: Various minor tidying up. | 
 | //  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). | 
 | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. | 
 | //  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). | 
 | //  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. | 
 | //  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). | 
 | //  2018-02-22: Merged into master with all Win32 code synchronized to other examples. | 
 |  | 
 | #include "imgui.h" | 
 | #ifndef IMGUI_DISABLE | 
 | #include "imgui_impl_dx12.h" | 
 |  | 
 | // DirectX | 
 | #include <d3d12.h> | 
 | #include <dxgi1_4.h> | 
 | #include <d3dcompiler.h> | 
 | #ifdef _MSC_VER | 
 | #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. | 
 | #endif | 
 |  | 
 | // DirectX data | 
 | struct ImGui_ImplDX12_RenderBuffers; | 
 | struct ImGui_ImplDX12_Data | 
 | { | 
 |     ID3D12Device*               pd3dDevice; | 
 |     ID3D12RootSignature*        pRootSignature; | 
 |     ID3D12PipelineState*        pPipelineState; | 
 |     DXGI_FORMAT                 RTVFormat; | 
 |     ID3D12Resource*             pFontTextureResource; | 
 |     D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; | 
 |     D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; | 
 |     ID3D12DescriptorHeap*       pd3dSrvDescHeap; | 
 |     UINT                        numFramesInFlight; | 
 |  | 
 |     ImGui_ImplDX12_RenderBuffers* pFrameResources; | 
 |     UINT                        frameIndex; | 
 |  | 
 |     ImGui_ImplDX12_Data()       { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } | 
 | }; | 
 |  | 
 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts | 
 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. | 
 | static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() | 
 | { | 
 |     return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | 
 | } | 
 |  | 
 | // Buffers used during the rendering of a frame | 
 | struct ImGui_ImplDX12_RenderBuffers | 
 | { | 
 |     ID3D12Resource*     IndexBuffer; | 
 |     ID3D12Resource*     VertexBuffer; | 
 |     int                 IndexBufferSize; | 
 |     int                 VertexBufferSize; | 
 | }; | 
 |  | 
 | struct VERTEX_CONSTANT_BUFFER_DX12 | 
 | { | 
 |     float   mvp[4][4]; | 
 | }; | 
 |  | 
 | // Functions | 
 | static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) | 
 | { | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |  | 
 |     // Setup orthographic projection matrix into our constant buffer | 
 |     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). | 
 |     VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; | 
 |     { | 
 |         float L = draw_data->DisplayPos.x; | 
 |         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; | 
 |         float T = draw_data->DisplayPos.y; | 
 |         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; | 
 |         float mvp[4][4] = | 
 |         { | 
 |             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f }, | 
 |             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f }, | 
 |             { 0.0f,         0.0f,           0.5f,       0.0f }, | 
 |             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f }, | 
 |         }; | 
 |         memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); | 
 |     } | 
 |  | 
 |     // Setup viewport | 
 |     D3D12_VIEWPORT vp; | 
 |     memset(&vp, 0, sizeof(D3D12_VIEWPORT)); | 
 |     vp.Width = draw_data->DisplaySize.x; | 
 |     vp.Height = draw_data->DisplaySize.y; | 
 |     vp.MinDepth = 0.0f; | 
 |     vp.MaxDepth = 1.0f; | 
 |     vp.TopLeftX = vp.TopLeftY = 0.0f; | 
 |     ctx->RSSetViewports(1, &vp); | 
 |  | 
 |     // Bind shader and vertex buffers | 
 |     unsigned int stride = sizeof(ImDrawVert); | 
 |     unsigned int offset = 0; | 
 |     D3D12_VERTEX_BUFFER_VIEW vbv; | 
 |     memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); | 
 |     vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; | 
 |     vbv.SizeInBytes = fr->VertexBufferSize * stride; | 
 |     vbv.StrideInBytes = stride; | 
 |     ctx->IASetVertexBuffers(0, 1, &vbv); | 
 |     D3D12_INDEX_BUFFER_VIEW ibv; | 
 |     memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); | 
 |     ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); | 
 |     ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); | 
 |     ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; | 
 |     ctx->IASetIndexBuffer(&ibv); | 
 |     ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | 
 |     ctx->SetPipelineState(bd->pPipelineState); | 
 |     ctx->SetGraphicsRootSignature(bd->pRootSignature); | 
 |     ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); | 
 |  | 
 |     // Setup blend factor | 
 |     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; | 
 |     ctx->OMSetBlendFactor(blend_factor); | 
 | } | 
 |  | 
 | template<typename T> | 
 | static inline void SafeRelease(T*& res) | 
 | { | 
 |     if (res) | 
 |         res->Release(); | 
 |     res = nullptr; | 
 | } | 
 |  | 
 | // Render function | 
 | void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) | 
 | { | 
 |     // Avoid rendering when minimized | 
 |     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | 
 |         return; | 
 |  | 
 |     // FIXME: I'm assuming that this only gets called once per frame! | 
 |     // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |     bd->frameIndex = bd->frameIndex + 1; | 
 |     ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; | 
 |  | 
 |     // Create and grow vertex/index buffers if needed | 
 |     if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) | 
 |     { | 
 |         SafeRelease(fr->VertexBuffer); | 
 |         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; | 
 |         D3D12_HEAP_PROPERTIES props; | 
 |         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); | 
 |         props.Type = D3D12_HEAP_TYPE_UPLOAD; | 
 |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | 
 |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | 
 |         D3D12_RESOURCE_DESC desc; | 
 |         memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); | 
 |         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | 
 |         desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); | 
 |         desc.Height = 1; | 
 |         desc.DepthOrArraySize = 1; | 
 |         desc.MipLevels = 1; | 
 |         desc.Format = DXGI_FORMAT_UNKNOWN; | 
 |         desc.SampleDesc.Count = 1; | 
 |         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | 
 |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | 
 |         if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) | 
 |             return; | 
 |     } | 
 |     if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) | 
 |     { | 
 |         SafeRelease(fr->IndexBuffer); | 
 |         fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; | 
 |         D3D12_HEAP_PROPERTIES props; | 
 |         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); | 
 |         props.Type = D3D12_HEAP_TYPE_UPLOAD; | 
 |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | 
 |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | 
 |         D3D12_RESOURCE_DESC desc; | 
 |         memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); | 
 |         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | 
 |         desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); | 
 |         desc.Height = 1; | 
 |         desc.DepthOrArraySize = 1; | 
 |         desc.MipLevels = 1; | 
 |         desc.Format = DXGI_FORMAT_UNKNOWN; | 
 |         desc.SampleDesc.Count = 1; | 
 |         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | 
 |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | 
 |         if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) | 
 |             return; | 
 |     } | 
 |  | 
 |     // Upload vertex/index data into a single contiguous GPU buffer | 
 |     void* vtx_resource, *idx_resource; | 
 |     D3D12_RANGE range; | 
 |     memset(&range, 0, sizeof(D3D12_RANGE)); | 
 |     if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) | 
 |         return; | 
 |     if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) | 
 |         return; | 
 |     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; | 
 |     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; | 
 |     for (int n = 0; n < draw_data->CmdListsCount; n++) | 
 |     { | 
 |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
 |         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | 
 |         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | 
 |         vtx_dst += cmd_list->VtxBuffer.Size; | 
 |         idx_dst += cmd_list->IdxBuffer.Size; | 
 |     } | 
 |     fr->VertexBuffer->Unmap(0, &range); | 
 |     fr->IndexBuffer->Unmap(0, &range); | 
 |  | 
 |     // Setup desired DX state | 
 |     ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); | 
 |  | 
 |     // Render command lists | 
 |     // (Because we merged all buffers into a single one, we maintain our own offset into them) | 
 |     int global_vtx_offset = 0; | 
 |     int global_idx_offset = 0; | 
 |     ImVec2 clip_off = draw_data->DisplayPos; | 
 |     for (int n = 0; n < draw_data->CmdListsCount; n++) | 
 |     { | 
 |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
 |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | 
 |         { | 
 |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | 
 |             if (pcmd->UserCallback != nullptr) | 
 |             { | 
 |                 // User callback, registered via ImDrawList::AddCallback() | 
 |                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) | 
 |                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | 
 |                     ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); | 
 |                 else | 
 |                     pcmd->UserCallback(cmd_list, pcmd); | 
 |             } | 
 |             else | 
 |             { | 
 |                 // Project scissor/clipping rectangles into framebuffer space | 
 |                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); | 
 |                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); | 
 |                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | 
 |                     continue; | 
 |  | 
 |                 // Apply Scissor/clipping rectangle, Bind texture, Draw | 
 |                 const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | 
 |                 D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; | 
 |                 texture_handle.ptr = (UINT64)pcmd->GetTexID(); | 
 |                 ctx->SetGraphicsRootDescriptorTable(1, texture_handle); | 
 |                 ctx->RSSetScissorRects(1, &r); | 
 |                 ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | 
 |             } | 
 |         } | 
 |         global_idx_offset += cmd_list->IdxBuffer.Size; | 
 |         global_vtx_offset += cmd_list->VtxBuffer.Size; | 
 |     } | 
 | } | 
 |  | 
 | static void ImGui_ImplDX12_CreateFontsTexture() | 
 | { | 
 |     // Build texture atlas | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |     unsigned char* pixels; | 
 |     int width, height; | 
 |     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | 
 |  | 
 |     // Upload texture to graphics system | 
 |     { | 
 |         D3D12_HEAP_PROPERTIES props; | 
 |         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); | 
 |         props.Type = D3D12_HEAP_TYPE_DEFAULT; | 
 |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | 
 |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | 
 |  | 
 |         D3D12_RESOURCE_DESC desc; | 
 |         ZeroMemory(&desc, sizeof(desc)); | 
 |         desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; | 
 |         desc.Alignment = 0; | 
 |         desc.Width = width; | 
 |         desc.Height = height; | 
 |         desc.DepthOrArraySize = 1; | 
 |         desc.MipLevels = 1; | 
 |         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | 
 |         desc.SampleDesc.Count = 1; | 
 |         desc.SampleDesc.Quality = 0; | 
 |         desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; | 
 |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | 
 |  | 
 |         ID3D12Resource* pTexture = nullptr; | 
 |         bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, | 
 |             D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); | 
 |  | 
 |         UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); | 
 |         UINT uploadSize = height * uploadPitch; | 
 |         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | 
 |         desc.Alignment = 0; | 
 |         desc.Width = uploadSize; | 
 |         desc.Height = 1; | 
 |         desc.DepthOrArraySize = 1; | 
 |         desc.MipLevels = 1; | 
 |         desc.Format = DXGI_FORMAT_UNKNOWN; | 
 |         desc.SampleDesc.Count = 1; | 
 |         desc.SampleDesc.Quality = 0; | 
 |         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | 
 |         desc.Flags = D3D12_RESOURCE_FLAG_NONE; | 
 |  | 
 |         props.Type = D3D12_HEAP_TYPE_UPLOAD; | 
 |         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | 
 |         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | 
 |  | 
 |         ID3D12Resource* uploadBuffer = nullptr; | 
 |         HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, | 
 |             D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         void* mapped = nullptr; | 
 |         D3D12_RANGE range = { 0, uploadSize }; | 
 |         hr = uploadBuffer->Map(0, &range, &mapped); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |         for (int y = 0; y < height; y++) | 
 |             memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); | 
 |         uploadBuffer->Unmap(0, &range); | 
 |  | 
 |         D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; | 
 |         srcLocation.pResource = uploadBuffer; | 
 |         srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; | 
 |         srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | 
 |         srcLocation.PlacedFootprint.Footprint.Width = width; | 
 |         srcLocation.PlacedFootprint.Footprint.Height = height; | 
 |         srcLocation.PlacedFootprint.Footprint.Depth = 1; | 
 |         srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; | 
 |  | 
 |         D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; | 
 |         dstLocation.pResource = pTexture; | 
 |         dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; | 
 |         dstLocation.SubresourceIndex = 0; | 
 |  | 
 |         D3D12_RESOURCE_BARRIER barrier = {}; | 
 |         barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | 
 |         barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; | 
 |         barrier.Transition.pResource   = pTexture; | 
 |         barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; | 
 |         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; | 
 |         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | 
 |  | 
 |         ID3D12Fence* fence = nullptr; | 
 |         hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         HANDLE event = CreateEvent(0, 0, 0, 0); | 
 |         IM_ASSERT(event != nullptr); | 
 |  | 
 |         D3D12_COMMAND_QUEUE_DESC queueDesc = {}; | 
 |         queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT; | 
 |         queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE; | 
 |         queueDesc.NodeMask = 1; | 
 |  | 
 |         ID3D12CommandQueue* cmdQueue = nullptr; | 
 |         hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         ID3D12CommandAllocator* cmdAlloc = nullptr; | 
 |         hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         ID3D12GraphicsCommandList* cmdList = nullptr; | 
 |         hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); | 
 |         cmdList->ResourceBarrier(1, &barrier); | 
 |  | 
 |         hr = cmdList->Close(); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); | 
 |         hr = cmdQueue->Signal(fence, 1); | 
 |         IM_ASSERT(SUCCEEDED(hr)); | 
 |  | 
 |         fence->SetEventOnCompletion(1, event); | 
 |         WaitForSingleObject(event, INFINITE); | 
 |  | 
 |         cmdList->Release(); | 
 |         cmdAlloc->Release(); | 
 |         cmdQueue->Release(); | 
 |         CloseHandle(event); | 
 |         fence->Release(); | 
 |         uploadBuffer->Release(); | 
 |  | 
 |         // Create texture view | 
 |         D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; | 
 |         ZeroMemory(&srvDesc, sizeof(srvDesc)); | 
 |         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | 
 |         srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; | 
 |         srvDesc.Texture2D.MipLevels = desc.MipLevels; | 
 |         srvDesc.Texture2D.MostDetailedMip = 0; | 
 |         srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; | 
 |         bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); | 
 |         SafeRelease(bd->pFontTextureResource); | 
 |         bd->pFontTextureResource = pTexture; | 
 |     } | 
 |  | 
 |     // Store our identifier | 
 |     // READ THIS IF THE STATIC_ASSERT() TRIGGERS: | 
 |     // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. | 
 |     // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. | 
 |     // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) | 
 |     // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. | 
 |     // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) | 
 |     // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) | 
 |     static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); | 
 |     io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); | 
 | } | 
 |  | 
 | bool    ImGui_ImplDX12_CreateDeviceObjects() | 
 | { | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |     if (!bd || !bd->pd3dDevice) | 
 |         return false; | 
 |     if (bd->pPipelineState) | 
 |         ImGui_ImplDX12_InvalidateDeviceObjects(); | 
 |  | 
 |     // Create the root signature | 
 |     { | 
 |         D3D12_DESCRIPTOR_RANGE descRange = {}; | 
 |         descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; | 
 |         descRange.NumDescriptors = 1; | 
 |         descRange.BaseShaderRegister = 0; | 
 |         descRange.RegisterSpace = 0; | 
 |         descRange.OffsetInDescriptorsFromTableStart = 0; | 
 |  | 
 |         D3D12_ROOT_PARAMETER param[2] = {}; | 
 |  | 
 |         param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; | 
 |         param[0].Constants.ShaderRegister = 0; | 
 |         param[0].Constants.RegisterSpace = 0; | 
 |         param[0].Constants.Num32BitValues = 16; | 
 |         param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; | 
 |  | 
 |         param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; | 
 |         param[1].DescriptorTable.NumDescriptorRanges = 1; | 
 |         param[1].DescriptorTable.pDescriptorRanges = &descRange; | 
 |         param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; | 
 |  | 
 |         // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. | 
 |         D3D12_STATIC_SAMPLER_DESC staticSampler = {}; | 
 |         staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; | 
 |         staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; | 
 |         staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; | 
 |         staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; | 
 |         staticSampler.MipLODBias = 0.f; | 
 |         staticSampler.MaxAnisotropy = 0; | 
 |         staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; | 
 |         staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; | 
 |         staticSampler.MinLOD = 0.f; | 
 |         staticSampler.MaxLOD = 0.f; | 
 |         staticSampler.ShaderRegister = 0; | 
 |         staticSampler.RegisterSpace = 0; | 
 |         staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; | 
 |  | 
 |         D3D12_ROOT_SIGNATURE_DESC desc = {}; | 
 |         desc.NumParameters = _countof(param); | 
 |         desc.pParameters = param; | 
 |         desc.NumStaticSamplers = 1; | 
 |         desc.pStaticSamplers = &staticSampler; | 
 |         desc.Flags = | 
 |             D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | | 
 |             D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | | 
 |             D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | | 
 |             D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; | 
 |  | 
 |         // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. | 
 |         // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. | 
 |         static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); | 
 |         if (d3d12_dll == nullptr) | 
 |         { | 
 |             // Attempt to load d3d12.dll from local directories. This will only succeed if | 
 |             // (1) the current OS is Windows 7, and | 
 |             // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. | 
 |             // See https://github.com/ocornut/imgui/pull/3696 for details. | 
 |             const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample | 
 |             for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) | 
 |                 if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) | 
 |                     break; | 
 |  | 
 |             // If failed, we are on Windows >= 10. | 
 |             if (d3d12_dll == nullptr) | 
 |                 d3d12_dll = ::LoadLibraryA("d3d12.dll"); | 
 |  | 
 |             if (d3d12_dll == nullptr) | 
 |                 return false; | 
 |         } | 
 |  | 
 |         PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); | 
 |         if (D3D12SerializeRootSignatureFn == nullptr) | 
 |             return false; | 
 |  | 
 |         ID3DBlob* blob = nullptr; | 
 |         if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) | 
 |             return false; | 
 |  | 
 |         bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); | 
 |         blob->Release(); | 
 |     } | 
 |  | 
 |     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) | 
 |     // If you would like to use this DX12 sample code but remove this dependency you can: | 
 |     //  1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] | 
 |     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. | 
 |     // See https://github.com/ocornut/imgui/pull/638 for sources and details. | 
 |  | 
 |     D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; | 
 |     memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); | 
 |     psoDesc.NodeMask = 1; | 
 |     psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; | 
 |     psoDesc.pRootSignature = bd->pRootSignature; | 
 |     psoDesc.SampleMask = UINT_MAX; | 
 |     psoDesc.NumRenderTargets = 1; | 
 |     psoDesc.RTVFormats[0] = bd->RTVFormat; | 
 |     psoDesc.SampleDesc.Count = 1; | 
 |     psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; | 
 |  | 
 |     ID3DBlob* vertexShaderBlob; | 
 |     ID3DBlob* pixelShaderBlob; | 
 |  | 
 |     // Create the vertex shader | 
 |     { | 
 |         static const char* vertexShader = | 
 |             "cbuffer vertexBuffer : register(b0) \ | 
 |             {\ | 
 |               float4x4 ProjectionMatrix; \ | 
 |             };\ | 
 |             struct VS_INPUT\ | 
 |             {\ | 
 |               float2 pos : POSITION;\ | 
 |               float4 col : COLOR0;\ | 
 |               float2 uv  : TEXCOORD0;\ | 
 |             };\ | 
 |             \ | 
 |             struct PS_INPUT\ | 
 |             {\ | 
 |               float4 pos : SV_POSITION;\ | 
 |               float4 col : COLOR0;\ | 
 |               float2 uv  : TEXCOORD0;\ | 
 |             };\ | 
 |             \ | 
 |             PS_INPUT main(VS_INPUT input)\ | 
 |             {\ | 
 |               PS_INPUT output;\ | 
 |               output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ | 
 |               output.col = input.col;\ | 
 |               output.uv  = input.uv;\ | 
 |               return output;\ | 
 |             }"; | 
 |  | 
 |         if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) | 
 |             return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | 
 |         psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; | 
 |  | 
 |         // Create the input layout | 
 |         static D3D12_INPUT_ELEMENT_DESC local_layout[] = | 
 |         { | 
 |             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | 
 |             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | 
 |             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | 
 |         }; | 
 |         psoDesc.InputLayout = { local_layout, 3 }; | 
 |     } | 
 |  | 
 |     // Create the pixel shader | 
 |     { | 
 |         static const char* pixelShader = | 
 |             "struct PS_INPUT\ | 
 |             {\ | 
 |               float4 pos : SV_POSITION;\ | 
 |               float4 col : COLOR0;\ | 
 |               float2 uv  : TEXCOORD0;\ | 
 |             };\ | 
 |             SamplerState sampler0 : register(s0);\ | 
 |             Texture2D texture0 : register(t0);\ | 
 |             \ | 
 |             float4 main(PS_INPUT input) : SV_Target\ | 
 |             {\ | 
 |               float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ | 
 |               return out_col; \ | 
 |             }"; | 
 |  | 
 |         if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) | 
 |         { | 
 |             vertexShaderBlob->Release(); | 
 |             return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | 
 |         } | 
 |         psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; | 
 |     } | 
 |  | 
 |     // Create the blending setup | 
 |     { | 
 |         D3D12_BLEND_DESC& desc = psoDesc.BlendState; | 
 |         desc.AlphaToCoverageEnable = false; | 
 |         desc.RenderTarget[0].BlendEnable = true; | 
 |         desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; | 
 |         desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; | 
 |         desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; | 
 |         desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; | 
 |         desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; | 
 |         desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; | 
 |         desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; | 
 |     } | 
 |  | 
 |     // Create the rasterizer state | 
 |     { | 
 |         D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; | 
 |         desc.FillMode = D3D12_FILL_MODE_SOLID; | 
 |         desc.CullMode = D3D12_CULL_MODE_NONE; | 
 |         desc.FrontCounterClockwise = FALSE; | 
 |         desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; | 
 |         desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; | 
 |         desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; | 
 |         desc.DepthClipEnable = true; | 
 |         desc.MultisampleEnable = FALSE; | 
 |         desc.AntialiasedLineEnable = FALSE; | 
 |         desc.ForcedSampleCount = 0; | 
 |         desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; | 
 |     } | 
 |  | 
 |     // Create depth-stencil State | 
 |     { | 
 |         D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; | 
 |         desc.DepthEnable = false; | 
 |         desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; | 
 |         desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; | 
 |         desc.StencilEnable = false; | 
 |         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; | 
 |         desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; | 
 |         desc.BackFace = desc.FrontFace; | 
 |     } | 
 |  | 
 |     HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); | 
 |     vertexShaderBlob->Release(); | 
 |     pixelShaderBlob->Release(); | 
 |     if (result_pipeline_state != S_OK) | 
 |         return false; | 
 |  | 
 |     ImGui_ImplDX12_CreateFontsTexture(); | 
 |  | 
 |     return true; | 
 | } | 
 |  | 
 | void    ImGui_ImplDX12_InvalidateDeviceObjects() | 
 | { | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |     if (!bd || !bd->pd3dDevice) | 
 |         return; | 
 |  | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     SafeRelease(bd->pRootSignature); | 
 |     SafeRelease(bd->pPipelineState); | 
 |     SafeRelease(bd->pFontTextureResource); | 
 |     io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. | 
 |  | 
 |     for (UINT i = 0; i < bd->numFramesInFlight; i++) | 
 |     { | 
 |         ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; | 
 |         SafeRelease(fr->IndexBuffer); | 
 |         SafeRelease(fr->VertexBuffer); | 
 |     } | 
 | } | 
 |  | 
 | bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, | 
 |                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) | 
 | { | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     IMGUI_CHECKVERSION(); | 
 |     IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | 
 |  | 
 |     // Setup backend capabilities flags | 
 |     ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); | 
 |     io.BackendRendererUserData = (void*)bd; | 
 |     io.BackendRendererName = "imgui_impl_dx12"; | 
 |     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | 
 |  | 
 |     bd->pd3dDevice = device; | 
 |     bd->RTVFormat = rtv_format; | 
 |     bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; | 
 |     bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; | 
 |     bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; | 
 |     bd->numFramesInFlight = num_frames_in_flight; | 
 |     bd->pd3dSrvDescHeap = cbv_srv_heap; | 
 |     bd->frameIndex = UINT_MAX; | 
 |  | 
 |     // Create buffers with a default size (they will later be grown as needed) | 
 |     for (int i = 0; i < num_frames_in_flight; i++) | 
 |     { | 
 |         ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; | 
 |         fr->IndexBuffer = nullptr; | 
 |         fr->VertexBuffer = nullptr; | 
 |         fr->IndexBufferSize = 10000; | 
 |         fr->VertexBufferSize = 5000; | 
 |     } | 
 |  | 
 |     return true; | 
 | } | 
 |  | 
 | void ImGui_ImplDX12_Shutdown() | 
 | { | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |  | 
 |     // Clean up windows and device objects | 
 |     ImGui_ImplDX12_InvalidateDeviceObjects(); | 
 |     delete[] bd->pFrameResources; | 
 |     io.BackendRendererName = nullptr; | 
 |     io.BackendRendererUserData = nullptr; | 
 |     io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; | 
 |     IM_DELETE(bd); | 
 | } | 
 |  | 
 | void ImGui_ImplDX12_NewFrame() | 
 | { | 
 |     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | 
 |     IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); | 
 |  | 
 |     if (!bd->pPipelineState) | 
 |         ImGui_ImplDX12_CreateDeviceObjects(); | 
 | } | 
 |  | 
 | //----------------------------------------------------------------------------- | 
 |  | 
 | #endif // #ifndef IMGUI_DISABLE |