@@ -68,8 +68,8 @@ struct DirectXResources {
struct DirectXRenderPipelines {
shadow_pipeline: PipelineState<Shadow>,
quad_pipeline: PipelineState<Quad>,
- paths_rasterization_pipeline: PathsPipelineState,
- paths_sprite_pipeline: PipelineState<PathSprite>,
+ path_rasterization_pipeline: PathRasterizationPipelineState,
+ path_sprite_pipeline: PipelineState<PathSprite>,
underline_pipeline: PipelineState<Underline>,
mono_sprites: PipelineState<MonochromeSprite>,
poly_sprites: PipelineState<PolychromeSprite>,
@@ -399,13 +399,13 @@ impl DirectXRenderer {
}
if !vertices.is_empty() {
- self.pipelines.paths_rasterization_pipeline.update_buffer(
+ self.pipelines.path_rasterization_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
&sprites,
&vertices,
)?;
- self.pipelines.paths_rasterization_pipeline.draw(
+ self.pipelines.path_rasterization_pipeline.draw(
&self.devices.device_context,
vertices.len() as u32,
&self.resources.viewport,
@@ -460,14 +460,14 @@ impl DirectXRenderer {
vec![PathSprite { bounds }]
};
- self.pipelines.paths_sprite_pipeline.update_buffer(
+ self.pipelines.path_sprite_pipeline.update_buffer(
&self.devices.device,
&self.devices.device_context,
&sprites,
)?;
// Draw the sprites with the path texture
- self.pipelines.paths_sprite_pipeline.draw_with_texture(
+ self.pipelines.path_sprite_pipeline.draw_with_texture(
&self.devices.device_context,
&[self.resources.path_intermediate_srv.clone()],
&self.resources.viewport,
@@ -655,9 +655,9 @@ impl DirectXRenderPipelines {
let shadow_pipeline =
PipelineState::new(device, "shadow_pipeline", ShaderModule::Shadow, 4)?;
let quad_pipeline = PipelineState::new(device, "quad_pipeline", ShaderModule::Quad, 64)?;
- let paths_rasterization_pipeline = PathsPipelineState::new(device)?;
- let paths_sprite_pipeline =
- PipelineState::new(device, "paths_sprite_pipeline", ShaderModule::PathSprite, 1)?;
+ let path_rasterization_pipeline = PathRasterizationPipelineState::new(device)?;
+ let path_sprite_pipeline =
+ PipelineState::new(device, "path_sprite_pipeline", ShaderModule::PathSprite, 1)?;
let underline_pipeline =
PipelineState::new(device, "underline_pipeline", ShaderModule::Underline, 4)?;
let mono_sprites = PipelineState::new(
@@ -676,8 +676,8 @@ impl DirectXRenderPipelines {
Ok(Self {
shadow_pipeline,
quad_pipeline,
- paths_rasterization_pipeline,
- paths_sprite_pipeline,
+ path_rasterization_pipeline,
+ path_sprite_pipeline,
underline_pipeline,
mono_sprites,
poly_sprites,
@@ -769,7 +769,7 @@ struct PipelineState<T> {
_marker: std::marker::PhantomData<T>,
}
-struct PathsPipelineState {
+struct PathRasterizationPipelineState {
vertex: ID3D11VertexShader,
fragment: ID3D11PixelShader,
buffer: ID3D11Buffer,
@@ -883,17 +883,19 @@ impl<T> PipelineState<T> {
}
}
-impl PathsPipelineState {
+impl PathRasterizationPipelineState {
fn new(device: &ID3D11Device) -> Result<Self> {
let (vertex, vertex_shader) = {
- let raw_vertex_shader = RawShaderBytes::new(ShaderModule::Paths, ShaderTarget::Vertex)?;
+ let raw_vertex_shader =
+ RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Vertex)?;
(
create_vertex_shader(device, raw_vertex_shader.as_bytes())?,
raw_vertex_shader,
)
};
let fragment = {
- let raw_shader = RawShaderBytes::new(ShaderModule::Paths, ShaderTarget::Fragment)?;
+ let raw_shader =
+ RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Fragment)?;
create_fragment_shader(device, raw_shader.as_bytes())?
};
let buffer = create_buffer(device, std::mem::size_of::<PathRasterizationSprite>(), 32)?;
@@ -1492,7 +1494,7 @@ mod shader_resources {
Quad,
Shadow,
Underline,
- Paths,
+ PathRasterization,
PathSprite,
MonochromeSprite,
PolychromeSprite,
@@ -1549,9 +1551,13 @@ mod shader_resources {
ShaderTarget::Vertex => UNDERLINE_VERTEX_BYTES,
ShaderTarget::Fragment => UNDERLINE_FRAGMENT_BYTES,
},
- ShaderModule::Paths => match target {
- ShaderTarget::Vertex => PATHS_VERTEX_BYTES,
- ShaderTarget::Fragment => PATHS_FRAGMENT_BYTES,
+ ShaderModule::PathRasterization => match target {
+ ShaderTarget::Vertex => PATH_RASTERIZATION_VERTEX_BYTES,
+ ShaderTarget::Fragment => PATH_RASTERIZATION_FRAGMENT_BYTES,
+ },
+ ShaderModule::PathSprite => match target {
+ ShaderTarget::Vertex => PATH_SPRITE_VERTEX_BYTES,
+ ShaderTarget::Fragment => PATH_SPRITE_FRAGMENT_BYTES,
},
ShaderModule::MonochromeSprite => match target {
ShaderTarget::Vertex => MONOCHROME_SPRITE_VERTEX_BYTES,
@@ -1627,7 +1633,7 @@ mod shader_resources {
ShaderModule::Quad => "quad",
ShaderModule::Shadow => "shadow",
ShaderModule::Underline => "underline",
- ShaderModule::Paths => "paths",
+ ShaderModule::PathRasterization => "path_rasterization",
ShaderModule::PathSprite => "path_sprite",
ShaderModule::MonochromeSprite => "monochrome_sprite",
ShaderModule::PolychromeSprite => "polychrome_sprite",