text: // dear imgui: Renderer for DirectX11
  // This needs to be used along with a Platform Binding (e.g. Win32)
  
  // Implemented features:
  //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  
  // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
  // https://github.com/ocornut/imgui
  
  // CHANGELOG
  // (minor and older changes stripped away, please see git history for details)
  //  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.
  #include "stdafx.h"
  
  #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
  
  // DirectX data
  static ID3D11Device*            g_pd3dDevice = NULL;
  static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
  static IDXGIFactory*            g_pFactory = NULL;
  static ID3D11Buffer*            g_pVB = NULL;
  static ID3D11Buffer*            g_pIB = NULL;
  static ID3D10Blob*              g_pVertexShaderBlob = NULL;
  static ID3D11VertexShader*      g_pVertexShader = NULL;
  static ID3D11InputLayout*       g_pInputLayout = NULL;
  static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
  static ID3D10Blob*              g_pPixelShaderBlob = NULL;
  static ID3D11PixelShader*       g_pPixelShader = NULL;
  static ID3D11SamplerState*      g_pFontSampler = NULL;
  static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  static ID3D11RasterizerState*   g_pRasterizerState = NULL;
  static ID3D11BlendState*        g_pBlendState = NULL;
  static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
  static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  
  struct VERTEX_CONSTANT_BUFFER
  {
      float   mvp[4][4];
  };
  
  // Render function
  // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  {
      ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  
      // Create and grow vertex/index buffers if needed
      if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
      {
          if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
          g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
          D3D11_BUFFER_DESC desc;
          memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
          desc.Usage = D3D11_USAGE_DYNAMIC;
          desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
          desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
          desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
          desc.MiscFlags = 0;
          if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
              return;
      }
      if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
      {
          if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
          g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
          D3D11_BUFFER_DESC desc;
          memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
          desc.Usage = D3D11_USAGE_DYNAMIC;
          desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
          desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
          desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
          if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
              return;
      }
  
      // Copy and convert all vertices into a single contiguous buffer
      D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
      if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
          return;
      if (ctx->Map(g_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(g_pVB, 0);
      ctx->Unmap(g_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).
      {
          D3D11_MAPPED_SUBRESOURCE mapped_resource;
          if (ctx->Map(g_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(g_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;
          UINT                        PSInstancesCount, VSInstancesCount;
          ID3D11ClassInstance*        PSInstances[256], *VSInstances[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 = 256;
      ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
      ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
      ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
      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 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);
  
      // Bind shader and vertex buffers
      unsigned int stride = sizeof(ImDrawVert);
      unsigned int offset = 0;
      ctx->IASetInputLayout(g_pInputLayout);
      ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
      ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
      ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
      ctx->VSSetShader(g_pVertexShader, NULL, 0);
      ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
      ctx->PSSetShader(g_pPixelShader, NULL, 0);
      ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  
      // Setup render state
      const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
      ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
      ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
      ctx->RSSetState(g_pRasterizerState);
  
      // Render command lists
      int vtx_offset = 0;
      int 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)
              {
                  // User callback (registered via ImDrawList::AddCallback)
                  pcmd->UserCallback(cmd_list, pcmd);
              }
              else
              {
                  // Apply scissor/clipping rectangle
                  const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
                  ctx->RSSetScissorRects(1, &r);
  
                  // Bind texture, Draw
                  ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
                  ctx->PSSetShaderResources(0, 1, &texture_srv);
                  ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
              }
              idx_offset += pcmd->ElemCount;
          }
          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();
      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();
      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;
          g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  
          // 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;
          g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
          pTexture->Release();
      }
  
      // Store our identifier
      io.Fonts->TexID = (ImTextureID)g_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;
          g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
      }
  }
  
  bool    ImGui_ImplDX11_CreateDeviceObjects()
  {
      if (!g_pd3dDevice)
          return false;
      if (g_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;\
              }";
  
          D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
          if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
              return false;
          if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
              return false;
  		*/
  		// the compiled vertex shader, in bytes. See: https://github.com/ocornut/imgui/pull/638#issuecomment-217671027
  		static unsigned char vertexBuffer[] = { 0x44, 0x58, 0x42, 0x43, 0xA5, 0x65, 0x6C, 0xBA, 0x38, 0x7A, 0x27, 0x51, 0xAE, 0x7C, 0xE0, 0x18, 0xED, 0xDE, 0xC0, 0xE4, 0x01, 0x00, 0x00, 0x00, 0x78, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0xF4, 0x01, 0x00, 0x00, 0xFC, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD4, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x4C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFE, 0xFF, 0x00, 0x01, 0x00, 0x00, 0xA0, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, 0x00, 0xAB, 0xAB, 0xAB, 0x3C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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  		if (g_pd3dDevice->CreateVertexShader(vertexBuffer, sizeof(vertexBuffer), NULL, &g_pVertexShader) != S_OK)
  			return false;
  
          // Create the input layout
          D3D11_INPUT_ELEMENT_DESC local_layout[] =
          {
              { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
              { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
              { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
          };
  
          //if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
          //    return false;
  
  		if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexBuffer, sizeof(vertexBuffer), &g_pInputLayout) != S_OK)
  			return false;
  
          // 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;
              g_pd3dDevice->CreateBuffer(&desc, NULL, &g_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; \
              }";
  
          D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
          if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
              return false;
          if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
              return false;
  		*/
  
  		// the compiled pixel shader, in bytes. See: https://github.com/ocornut/imgui/pull/638#issuecomment-217671027
  		unsigned char shaderBlob[] = { 0x44, 0x58, 0x42, 0x43, 0xF4, 0x37, 0x3F, 0xAD, 0x4C, 0xA5, 0xBC, 0xD8, 0x5D, 0xCA, 0xD9, 0x4F, 0xE0, 0x7A, 0xCE, 0x9A, 0x01, 0x00, 0x00, 0x00, 0xA0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x00, 0x00, 0x54, 0x01, 0x00, 0x00, 0x88, 0x01, 0x00, 0x00, 0x24, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xA4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF, 0x00, 0x01, 0x00, 0x00, 0x6E, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6D, 0x70, 0x6C, 0x65, 0x72, 0x30, 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2E, 0x30, 0x2E, 0x31, 0x30, 0x30, 0x31, 0x31, 0x2E, 0x31, 0x36, 0x33, 0x38, 0x34, 0x00, 0xAB, 0xAB, 0x49, 0x53, 0x47, 0x4E, 0x6C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F, 0x4E, 0x00, 0x43, 0x4F, 0x4C, 0x4F, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44, 0x00, 0xAB, 0x4F, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xAB, 0xAB, 0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, 0x5A, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xF2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xF2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
  
  		if (g_pd3dDevice->CreatePixelShader(shaderBlob, sizeof(shaderBlob), NULL, &g_pPixelShader) != S_OK)
  			return false;
      }
  
      // 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_INV_SRC_ALPHA;
          desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
          desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
          desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
          g_pd3dDevice->CreateBlendState(&desc, &g_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;
          g_pd3dDevice->CreateRasterizerState(&desc, &g_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;
          g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
      }
  
      ImGui_ImplDX11_CreateFontsTexture();
  
      return true;
  }
  
  void    ImGui_ImplDX11_InvalidateDeviceObjects()
  {
      if (!g_pd3dDevice)
          return;
  
      if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
      if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
      if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
      if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  
      if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
      if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
      if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
      if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
      if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
      if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
      if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
      if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
      if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  }
  
  bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  {
      ImGuiIO& io = ImGui::GetIO();
      io.BackendRendererName = "imgui_impl_dx11";
  
      // 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)
              {
                  g_pd3dDevice = device;
                  g_pd3dDeviceContext = device_context;
                  g_pFactory = pFactory;
              }
      if (pDXGIDevice) pDXGIDevice->Release();
      if (pDXGIAdapter) pDXGIAdapter->Release();
  
      return true;
  }
  
  void ImGui_ImplDX11_Shutdown()
  {
      ImGui_ImplDX11_InvalidateDeviceObjects();
      if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
      g_pd3dDevice = NULL;
      g_pd3dDeviceContext = NULL;
  }
  
  void ImGui_ImplDX11_NewFrame()
  {
      if (!g_pFontSampler)
          ImGui_ImplDX11_CreateDeviceObjects();
  }
  