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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  // 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
  
  #pragma once
  #include "imgui.h"      // IMGUI_IMPL_API
  
  struct ID3D11Device;
  struct ID3D11DeviceContext;
  
  IMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
  IMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown();
  IMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame();
  IMGUI_IMPL_API void     ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
  
  // Use if you want to reset your rendering device without losing Dear ImGui state.
  IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects();
  IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();
  