update dear imgui from 1.91.9b to 1.92.2b
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@@ -2,8 +2,9 @@
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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@@ -64,6 +65,9 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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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_ImplDX12_UpdateTexture(ImTextureData* tex);
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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_ImplDX12_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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