text: // dear imgui: Renderer Backend for DirectX11
  // This needs to be used along with a Platform Backend (e.g. Win32)
  
  // Implemented features:
  //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
  //  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  
  // 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.
  // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  // Read online: https://github.com/ocornut/imgui/tree/master/docs
  
  // CHANGELOG
  // (minor and older changes stripped away, please see git history for details)
  //  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  //  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: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  //  2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
  //  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
  //  2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
  //  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  //  2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  //  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.
  //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  //  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  //  2016-05-07: DirectX11: Disabling depth-write.
  
  #if defined(_WIN_BUILD)
  
  #include "imgui.h"
  #include "imgui_impl_dx11.h"
  
  // DirectX
  #include <stdio.h>
  #include <d3d11.h>
  #include <d3dcompiler.h>
  #ifdef _MSC_VER
  #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  #endif
  
  // DirectX11 data
  struct ImGui_ImplDX11_Data
  {
      ID3D11Device*               pd3dDevice;
      ID3D11DeviceContext*        pd3dDeviceContext;
      IDXGIFactory*               pFactory;
      ID3D11Buffer*               pVB;
      ID3D11Buffer*               pIB;
      ID3D11VertexShader*         pVertexShader;
      ID3D11InputLayout*          pInputLayout;
      ID3D11Buffer*               pVertexConstantBuffer;
      ID3D11PixelShader*          pPixelShader;
      ID3D11SamplerState*         pFontSampler;
      ID3D11ShaderResourceView*   pFontTextureView;
      ID3D11RasterizerState*      pRasterizerState;
      ID3D11BlendState*           pBlendState;
      ID3D11DepthStencilState*    pDepthStencilState;
      int                         VertexBufferSize;
      int                         IndexBufferSize;
  
      ImGui_ImplDX11_Data()       { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  };
  
  struct VERTEX_CONSTANT_BUFFER
  {
      float   mvp[4][4];
  };
  
  // 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_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
  {
      return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  }
  
  // Forward Declarations
  static void ImGui_ImplDX11_InitPlatformInterface();
  static void ImGui_ImplDX11_ShutdownPlatformInterface();
  
  // Functions
  static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  
      // Setup viewport
      D3D11_VIEWPORT vp;
      memset(&vp, 0, sizeof(D3D11_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;
      ctx->RSSetViewports(1, &vp);
  
      // Setup shader and vertex buffers
      unsigned int stride = sizeof(ImDrawVert);
      unsigned int offset = 0;
      ctx->IASetInputLayout(bd->pInputLayout);
      ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
      ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
      ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
      ctx->VSSetShader(bd->pVertexShader, NULL, 0);
      ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
      ctx->PSSetShader(bd->pPixelShader, NULL, 0);
      ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
      ctx->GSSetShader(NULL, NULL, 0);
      ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
      ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
      ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
  
      // Setup blend state
      const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
      ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
      ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
      ctx->RSSetState(bd->pRasterizerState);
  }
  
  // Render function
  void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  {
      // Avoid rendering when minimized
      if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
          return;
  
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
  
      // Create and grow vertex/index buffers if needed
      if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
      {
          if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
          bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
          D3D11_BUFFER_DESC desc;
          memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
          desc.Usage = D3D11_USAGE_DYNAMIC;
          desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
          desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
          desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
          desc.MiscFlags = 0;
          if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
              return;
      }
      if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
      {
          if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
          bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
          D3D11_BUFFER_DESC desc;
          memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
          desc.Usage = D3D11_USAGE_DYNAMIC;
          desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
          desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
          desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
          if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
              return;
      }
  
      // Upload vertex/index data into a single contiguous GPU buffer
      D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
      if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
          return;
      if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
          return;
      ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
      ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
      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;
      }
      ctx->Unmap(bd->pVB, 0);
      ctx->Unmap(bd->pIB, 0);
  
      // 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). DisplayPos is (0,0) for single viewport apps.
      {
          D3D11_MAPPED_SUBRESOURCE mapped_resource;
          if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
              return;
          VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
          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(&constant_buffer->mvp, mvp, sizeof(mvp));
          ctx->Unmap(bd->pVertexConstantBuffer, 0);
      }
  
      // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
      struct BACKUP_DX11_STATE
      {
          UINT                        ScissorRectsCount, ViewportsCount;
          D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
          D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
          ID3D11RasterizerState*      RS;
          ID3D11BlendState*           BlendState;
          FLOAT                       BlendFactor[4];
          UINT                        SampleMask;
          UINT                        StencilRef;
          ID3D11DepthStencilState*    DepthStencilState;
          ID3D11ShaderResourceView*   PSShaderResource;
          ID3D11SamplerState*         PSSampler;
          ID3D11PixelShader*          PS;
          ID3D11VertexShader*         VS;
          ID3D11GeometryShader*       GS;
          UINT                        PSInstancesCount, VSInstancesCount, GSInstancesCount;
          ID3D11ClassInstance         *PSInstances[256], *VSInstances[256], *GSInstances[256];   // 256 is max according to PSSetShader documentation
          D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
          ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
          UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
          DXGI_FORMAT                 IndexBufferFormat;
          ID3D11InputLayout*          InputLayout;
      };
      BACKUP_DX11_STATE old = {};
      old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
      ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
      ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
      ctx->RSGetState(&old.RS);
      ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
      ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
      ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
      ctx->PSGetSamplers(0, 1, &old.PSSampler);
      old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
      ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
      ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
      ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
      ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
  
      ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
      ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
      ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
      ctx->IAGetInputLayout(&old.InputLayout);
  
      // Setup desired DX state
      ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  
      // Render command lists
      // (Because we merged all buffers into a single one, we maintain our own offset into them)
      int global_idx_offset = 0;
      int global_vtx_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 != NULL)
              {
                  // 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_ImplDX11_SetupRenderState(draw_data, ctx);
                  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
                  const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
                  ctx->RSSetScissorRects(1, &r);
  
                  // Bind texture, Draw
                  ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
                  ctx->PSSetShaderResources(0, 1, &texture_srv);
                  ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
              }
          }
          global_idx_offset += cmd_list->IdxBuffer.Size;
          global_vtx_offset += cmd_list->VtxBuffer.Size;
      }
  
      // Restore modified DX state
      ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
      ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
      ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
      ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
      ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
      ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
      ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
      ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
      for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
      ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
      ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
      ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
      for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
      ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
      ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
      ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
      ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  }
  
  static void ImGui_ImplDX11_CreateFontsTexture()
  {
      // Build texture atlas
      ImGuiIO& io = ImGui::GetIO();
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      unsigned char* pixels;
      int width, height;
      io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  
      // Upload texture to graphics system
      {
          D3D11_TEXTURE2D_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.Width = width;
          desc.Height = height;
          desc.MipLevels = 1;
          desc.ArraySize = 1;
          desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          desc.SampleDesc.Count = 1;
          desc.Usage = D3D11_USAGE_DEFAULT;
          desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
          desc.CPUAccessFlags = 0;
  
          ID3D11Texture2D* pTexture = NULL;
          D3D11_SUBRESOURCE_DATA subResource;
          subResource.pSysMem = pixels;
          subResource.SysMemPitch = desc.Width * 4;
          subResource.SysMemSlicePitch = 0;
          bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
          IM_ASSERT(pTexture != NULL);
  
          // Create texture view
          D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
          ZeroMemory(&srvDesc, sizeof(srvDesc));
          srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
          srvDesc.Texture2D.MipLevels = desc.MipLevels;
          srvDesc.Texture2D.MostDetailedMip = 0;
          bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
          pTexture->Release();
      }
  
      // Store our identifier
      io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  
      // Create texture sampler
      {
          D3D11_SAMPLER_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
          desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
          desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
          desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
          desc.MipLODBias = 0.f;
          desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
          desc.MinLOD = 0.f;
          desc.MaxLOD = 0.f;
          bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
      }
  }
  
  bool    ImGui_ImplDX11_CreateDeviceObjects()
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      if (!bd->pd3dDevice)
          return false;
      if (bd->pFontSampler)
          ImGui_ImplDX11_InvalidateDeviceObjects();
  
      // 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 DX11 sample code but remove this dependency you can:
      //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [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.
  
      // 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;\
              }";
  
          ID3DBlob* vertexShaderBlob;
          if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
              return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
          if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
          {
              vertexShaderBlob->Release();
              return false;
          }
  
          // Create the input layout
          D3D11_INPUT_ELEMENT_DESC local_layout[] =
          {
              { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
              { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
              { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
          };
          if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
          {
              vertexShaderBlob->Release();
              return false;
          }
          vertexShaderBlob->Release();
  
          // Create the constant buffer
          {
              D3D11_BUFFER_DESC desc;
              desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
              desc.Usage = D3D11_USAGE_DYNAMIC;
              desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
              desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
              desc.MiscFlags = 0;
              bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
          }
      }
  
      // Create the pixel shader
      {
          static const char* pixelShader =
              "struct PS_INPUT\
              {\
              float4 pos : SV_POSITION;\
              float4 col : COLOR0;\
              float2 uv  : TEXCOORD0;\
              };\
              sampler sampler0;\
              Texture2D texture0;\
              \
              float4 main(PS_INPUT input) : SV_Target\
              {\
              float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
              return out_col; \
              }";
  
          ID3DBlob* pixelShaderBlob;
          if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
              return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
          if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
          {
              pixelShaderBlob->Release();
              return false;
          }
          pixelShaderBlob->Release();
      }
  
      // Create the blending setup
      {
          D3D11_BLEND_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.AlphaToCoverageEnable = false;
          desc.RenderTarget[0].BlendEnable = true;
          desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
          desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
          desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
          desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
          desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
          desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
          desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
          bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
      }
  
      // Create the rasterizer state
      {
          D3D11_RASTERIZER_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.FillMode = D3D11_FILL_SOLID;
          desc.CullMode = D3D11_CULL_NONE;
          desc.ScissorEnable = true;
          desc.DepthClipEnable = true;
          bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
      }
  
      // Create depth-stencil State
      {
          D3D11_DEPTH_STENCIL_DESC desc;
          ZeroMemory(&desc, sizeof(desc));
          desc.DepthEnable = false;
          desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
          desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
          desc.StencilEnable = false;
          desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
          desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
          desc.BackFace = desc.FrontFace;
          bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
      }
  
      ImGui_ImplDX11_CreateFontsTexture();
  
      return true;
  }
  
  void    ImGui_ImplDX11_InvalidateDeviceObjects()
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      if (!bd->pd3dDevice)
          return;
  
      if (bd->pFontSampler)           { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
      if (bd->pFontTextureView)       { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
      if (bd->pIB)                    { bd->pIB->Release(); bd->pIB = NULL; }
      if (bd->pVB)                    { bd->pVB->Release(); bd->pVB = NULL; }
      if (bd->pBlendState)            { bd->pBlendState->Release(); bd->pBlendState = NULL; }
      if (bd->pDepthStencilState)     { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
      if (bd->pRasterizerState)       { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
      if (bd->pPixelShader)           { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
      if (bd->pVertexConstantBuffer)  { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
      if (bd->pInputLayout)           { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
      if (bd->pVertexShader)          { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
  }
  
  bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  {
      ImGuiIO& io = ImGui::GetIO();
      IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  
      // Setup backend capabilities flags
      ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
      io.BackendRendererUserData = (void*)bd;
      io.BackendRendererName = "imgui_impl_dx11";
      io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
      io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
  
      // Get factory from device
      IDXGIDevice* pDXGIDevice = NULL;
      IDXGIAdapter* pDXGIAdapter = NULL;
      IDXGIFactory* pFactory = NULL;
  
      if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
          if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
              if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
              {
                  bd->pd3dDevice = device;
                  bd->pd3dDeviceContext = device_context;
                  bd->pFactory = pFactory;
              }
      if (pDXGIDevice) pDXGIDevice->Release();
      if (pDXGIAdapter) pDXGIAdapter->Release();
      bd->pd3dDevice->AddRef();
      bd->pd3dDeviceContext->AddRef();
  
      if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
          ImGui_ImplDX11_InitPlatformInterface();
  
      return true;
  }
  
  void ImGui_ImplDX11_Shutdown()
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
      ImGuiIO& io = ImGui::GetIO();
  
      ImGui_ImplDX11_ShutdownPlatformInterface();
      ImGui_ImplDX11_InvalidateDeviceObjects();
      if (bd->pFactory)             { bd->pFactory->Release(); }
      if (bd->pd3dDevice)           { bd->pd3dDevice->Release(); }
      if (bd->pd3dDeviceContext)    { bd->pd3dDeviceContext->Release(); }
      io.BackendRendererName = NULL;
      io.BackendRendererUserData = NULL;
      IM_DELETE(bd);
  }
  
  void ImGui_ImplDX11_NewFrame()
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
  
      if (!bd->pFontSampler)
          ImGui_ImplDX11_CreateDeviceObjects();
  }
  
  //--------------------------------------------------------------------------------------------------------
  // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  //--------------------------------------------------------------------------------------------------------
  
  // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  struct ImGui_ImplDX11_ViewportData
  {
      IDXGISwapChain*                 SwapChain;
      ID3D11RenderTargetView*         RTView;
  
      ImGui_ImplDX11_ViewportData()   { SwapChain = NULL; RTView = NULL; }
      ~ImGui_ImplDX11_ViewportData()  { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
  };
  
  static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
      viewport->RendererUserData = vd;
  
      // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
      // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
      HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
      IM_ASSERT(hwnd != 0);
  
      // Create swap chain
      DXGI_SWAP_CHAIN_DESC sd;
      ZeroMemory(&sd, sizeof(sd));
      sd.BufferDesc.Width = (UINT)viewport->Size.x;
      sd.BufferDesc.Height = (UINT)viewport->Size.y;
      sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
      sd.SampleDesc.Count = 1;
      sd.SampleDesc.Quality = 0;
      sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
      sd.BufferCount = 1;
      sd.OutputWindow = hwnd;
      sd.Windowed = TRUE;
      sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
      sd.Flags = 0;
  
      IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
      bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
  
      // Create the render target
      if (vd->SwapChain)
      {
          ID3D11Texture2D* pBackBuffer;
          vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
          bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
          pBackBuffer->Release();
      }
  }
  
  static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
  {
      // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
      if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
      {
          if (vd->SwapChain)
              vd->SwapChain->Release();
          vd->SwapChain = NULL;
          if (vd->RTView)
              vd->RTView->Release();
          vd->RTView = NULL;
          IM_DELETE(vd);
      }
      viewport->RendererUserData = NULL;
  }
  
  static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
      if (vd->RTView)
      {
          vd->RTView->Release();
          vd->RTView = NULL;
      }
      if (vd->SwapChain)
      {
          ID3D11Texture2D* pBackBuffer = NULL;
          vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
          vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
          if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
          bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
          pBackBuffer->Release();
      }
  }
  
  static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
  {
      ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
      ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
      ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
      bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL);
      if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
          bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
      ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
  }
  
  static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
  {
      ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
      vd->SwapChain->Present(0, 0); // Present without vsync
  }
  
  static void ImGui_ImplDX11_InitPlatformInterface()
  {
      ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
      platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
      platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
      platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
      platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
      platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
  }
  
  static void ImGui_ImplDX11_ShutdownPlatformInterface()
  {
      ImGui::DestroyPlatformWindows();
  }
  
  #else
  #endif