mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-08-02 23:00:42 -07:00
imgui: update imgui to head of docking branch (v1.92.8) (#756)
## Tested: - [x] LDJ with sub - [x] sdvx - [x] dx11 game
This commit is contained in:
+156
-123
@@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
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// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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@@ -110,7 +111,70 @@ struct render_state_t {
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};
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// Functions
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data, struct render_state_t *render_state)
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// spice ldj
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// Save the host game's render targets / depth-stencil and redirect rendering to the
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// device back buffer. Must be called exactly once per RenderDrawData (paired with the
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// restore block at the end of RenderDrawData), NOT from SetupRenderState which can be
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// re-invoked via ImDrawCallback_ResetRenderState.
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static void ImGui_ImplDX9_RedirectToBackBuffer(LPDIRECT3DDEVICE9 device, struct render_state_t *render_state)
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{
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if (FAILED(device->GetDeviceCaps(&render_state->caps))) {
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render_state->caps.NumSimultaneousRTs = 0UL;
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}
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// save all previous render target state
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for (size_t target = 0; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
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if (FAILED(device->GetRenderTarget(target, &render_state->render_targets[target]))) {
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render_state->render_targets[target] = nullptr;
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}
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}
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// get the previous depth stencil
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if (FAILED(device->GetDepthStencilSurface(&render_state->depth_stencil))) {
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render_state->depth_stencil = nullptr;
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}
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// set the back buffer as the current render target
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if (SUCCEEDED(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &render_state->back_buffer))) {
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device->SetRenderTarget(0, render_state->back_buffer);
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device->SetDepthStencilSurface(nullptr);
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for (size_t target = 1; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
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device->SetRenderTarget(target, nullptr);
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}
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} else {
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render_state->back_buffer = nullptr;
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}
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}
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// spice ldj
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// Restore the host game's render targets / depth-stencil saved by
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// ImGui_ImplDX9_RedirectToBackBuffer and release all references taken there.
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static void ImGui_ImplDX9_RestoreRenderTargets(LPDIRECT3DDEVICE9 device, struct render_state_t *render_state)
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{
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if (render_state->back_buffer) {
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render_state->back_buffer->Release();
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render_state->back_buffer = nullptr;
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}
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// restore previous depth stencil
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if (render_state->depth_stencil) {
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device->SetDepthStencilSurface(render_state->depth_stencil);
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render_state->depth_stencil->Release();
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render_state->depth_stencil = nullptr;
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}
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// restore all render target state
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for (size_t target = 0; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
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auto render_target = render_state->render_targets[target];
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if (render_target) {
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device->SetRenderTarget(target, render_target);
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render_target->Release();
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}
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}
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}
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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@@ -125,37 +189,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data, struct render_
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LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
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device->SetViewport(&vp);
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// spice ldj
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{
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if (FAILED(device->GetDeviceCaps(&render_state->caps))) {
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render_state->caps.NumSimultaneousRTs = 0UL;
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}
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// save all previous render target state
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for (size_t target = 0; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
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if (FAILED(device->GetRenderTarget(target, &render_state->render_targets[target]))) {
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render_state->render_targets[target] = nullptr;
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}
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}
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// get the previous depth stencil
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if (FAILED(device->GetDepthStencilSurface(&render_state->depth_stencil))) {
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render_state->depth_stencil = nullptr;
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}
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// set the back buffer as the current render target
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if (SUCCEEDED(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &render_state->back_buffer))) {
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device->SetRenderTarget(0, render_state->back_buffer);
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device->SetDepthStencilSurface(nullptr);
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for (size_t target = 1; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
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device->SetRenderTarget(target, nullptr);
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}
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} else {
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render_state->back_buffer = nullptr;
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}
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}
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
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device->SetPixelShader(nullptr);
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device->SetVertexShader(nullptr);
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@@ -214,6 +247,11 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data, struct render_
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}
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}
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// Draw callbacks
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static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); }
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static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); }
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// Render function.
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void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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{
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@@ -236,14 +274,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
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if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
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if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
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return;
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}
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@@ -305,9 +343,16 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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device->SetIndices(bd->pIB);
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device->SetFVF(D3DFVF_CUSTOMVERTEX);
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// Setup desired DX state
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// spice ldj: redirect to back buffer once (before SetupRenderState so its
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// viewport isn't clobbered by SetRenderTarget); paired with
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// ImGui_ImplDX9_RestoreRenderTargets after the render loop.
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struct render_state_t render_state = {};
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ImGui_ImplDX9_SetupRenderState(draw_data, &render_state);
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ImGui_ImplDX9_RedirectToBackBuffer(device, &render_state);
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// Setup desired DX state
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ImGui_ImplDX9_SetupRenderState(draw_data);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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@@ -322,9 +367,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX9_SetupRenderState(draw_data, &render_state);
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if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState)
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ImGui_ImplDX9_SetupRenderState(draw_data);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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@@ -356,27 +400,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
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// spice ldj
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{
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if (render_state.back_buffer) {
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render_state.back_buffer->Release();
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render_state.back_buffer = nullptr;
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}
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// restore previous depth stencil
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if (render_state.depth_stencil) {
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device->SetDepthStencilSurface(render_state.depth_stencil);
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render_state.depth_stencil->Release();
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render_state.depth_stencil = nullptr;
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}
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// restore all render target state
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for (size_t target = 0; target < std::min(8UL, render_state.caps.NumSimultaneousRTs); target++) {
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auto render_target = render_state.render_targets[target];
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if (render_target) {
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device->SetRenderTarget(target, render_target);
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render_target->Release();
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}
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}
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}
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ImGui_ImplDX9_RestoreRenderTargets(device, &render_state);
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// Restore the DX9 transform
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device->SetTransform(D3DTS_WORLD, &last_world);
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@@ -406,50 +430,6 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA
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return support;
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}
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
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bd->pd3dDevice = device;
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bd->pd3dDevice->AddRef();
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bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
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ImGui_ImplDX9_InitMultiViewportSupport();
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX9_ShutdownMultiViewportSupport();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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}
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// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
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static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
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{
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@@ -557,6 +537,34 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
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}
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// spice ldj
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// Derive io.DisplaySize from the device's swap chain back buffer dimensions, so the
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// overlay sizes itself correctly without relying on a platform backend to feed it.
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static void ImGui_ImplDX9_UpdateDisplaySize(ImGui_ImplDX9_Data* bd)
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{
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IDirect3DSwapChain9 *swap_chain = nullptr;
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if (SUCCEEDED(bd->pd3dDevice->GetSwapChain(0, &swap_chain))) {
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auto &io = ImGui::GetIO();
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D3DPRESENT_PARAMETERS present_params {};
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if (SUCCEEDED(swap_chain->GetPresentParameters(&present_params))) {
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if (present_params.BackBufferWidth != 0 && present_params.BackBufferHeight != 0) {
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io.DisplaySize.x = static_cast<float>(present_params.BackBufferWidth);
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io.DisplaySize.y = static_cast<float>(present_params.BackBufferHeight);
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} else {
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RECT rect {};
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GetClientRect(present_params.hDeviceWindow, &rect);
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io.DisplaySize.x = static_cast<float>(rect.right - rect.left);
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io.DisplaySize.y = static_cast<float>(rect.bottom - rect.top);
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}
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}
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swap_chain->Release();
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}
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}
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void ImGui_ImplDX9_NewFrame()
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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@@ -564,29 +572,54 @@ void ImGui_ImplDX9_NewFrame()
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// IM_UNUSED(bd);
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// spice ldj
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{
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IDirect3DSwapChain9 *swap_chain = nullptr;
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if (SUCCEEDED(bd->pd3dDevice->GetSwapChain(0, &swap_chain))) {
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auto &io = ImGui::GetIO();
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ImGui_ImplDX9_UpdateDisplaySize(bd);
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}
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D3DPRESENT_PARAMETERS present_params {};
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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if (SUCCEEDED(swap_chain->GetPresentParameters(&present_params))) {
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if (present_params.BackBufferWidth != 0 && present_params.BackBufferHeight != 0) {
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io.DisplaySize.x = static_cast<float>(present_params.BackBufferWidth);
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io.DisplaySize.y = static_cast<float>(present_params.BackBufferHeight);
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} else {
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RECT rect {};
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GetClientRect(present_params.hDeviceWindow, &rect);
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// Setup backend capabilities flags
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ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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io.DisplaySize.x = static_cast<float>(rect.right - rect.left);
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io.DisplaySize.y = static_cast<float>(rect.bottom - rect.top);
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}
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}
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState;
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platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear;
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platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest;
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swap_chain->Release();
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}
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}
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bd->pd3dDevice = device;
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bd->pd3dDevice->AddRef();
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bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
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ImGui_ImplDX9_InitMultiViewportSupport();
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX9_ShutdownMultiViewportSupport();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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}
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//--------------------------------------------------------------------------------------------------------
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