fix PathRasterization
pipeline
This commit is contained in:
parent
d7b14d8dc5
commit
62d1b7e36f
2 changed files with 196 additions and 253 deletions
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@ -68,7 +68,8 @@ struct DirectXResources {
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struct DirectXRenderPipelines {
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shadow_pipeline: PipelineState<Shadow>,
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quad_pipeline: PipelineState<Quad>,
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path_rasterization_pipeline: PathRasterizationPipelineState,
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// path_rasterization_pipeline: PathRasterizationPipelineState,
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path_rasterization_pipeline: PipelineState<PathRasterizationSprite>,
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path_sprite_pipeline: PipelineState<PathSprite>,
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underline_pipeline: PipelineState<Underline>,
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mono_sprites: PipelineState<MonochromeSprite>,
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@ -341,6 +342,8 @@ impl DirectXRenderer {
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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4,
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shadows.len() as u32,
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)
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}
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@ -358,6 +361,8 @@ impl DirectXRenderer {
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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4,
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quads.len() as u32,
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)
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}
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@ -383,35 +388,29 @@ impl DirectXRenderer {
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// Collect all vertices and sprites for a single draw call
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let mut vertices = Vec::new();
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let mut sprites = Vec::new();
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for (path_index, path) in paths.iter().enumerate() {
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vertices.extend(path.vertices.iter().map(|v| DirectXPathVertex {
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for path in paths {
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vertices.extend(path.vertices.iter().map(|v| PathRasterizationSprite {
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xy_position: v.xy_position,
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st_position: v.st_position,
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path_index: path_index as u32,
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}));
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sprites.push(PathRasterizationSprite {
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bounds: path.bounds.intersect(&path.content_mask.bounds),
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color: path.color,
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});
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bounds: path.bounds.intersect(&path.content_mask.bounds),
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}));
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}
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if !vertices.is_empty() {
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self.pipelines.path_rasterization_pipeline.update_buffer(
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&self.devices.device,
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&self.devices.device_context,
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&sprites,
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&vertices,
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)?;
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self.pipelines.path_rasterization_pipeline.draw(
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&self.devices.device_context,
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vertices.len() as u32,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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)?;
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}
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self.pipelines.path_rasterization_pipeline.update_buffer(
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&self.devices.device,
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&self.devices.device_context,
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&vertices,
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)?;
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self.pipelines.path_rasterization_pipeline.draw(
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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vertices.len() as u32,
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1,
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)?;
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// Resolve MSAA to non-MSAA intermediate texture
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unsafe {
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@ -490,6 +489,8 @@ impl DirectXRenderer {
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&self.devices.device_context,
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&self.resources.viewport,
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&self.globals.global_params_buffer,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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4,
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underlines.len() as u32,
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)
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}
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@ -655,7 +656,12 @@ impl DirectXRenderPipelines {
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let shadow_pipeline =
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PipelineState::new(device, "shadow_pipeline", ShaderModule::Shadow, 4)?;
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let quad_pipeline = PipelineState::new(device, "quad_pipeline", ShaderModule::Quad, 64)?;
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let path_rasterization_pipeline = PathRasterizationPipelineState::new(device)?;
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let path_rasterization_pipeline = PipelineState::new(
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device,
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"path_rasterization_pipeline",
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ShaderModule::PathRasterization,
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32,
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)?;
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let path_sprite_pipeline =
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PipelineState::new(device, "path_sprite_pipeline", ShaderModule::PathSprite, 1)?;
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let underline_pipeline =
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@ -769,16 +775,16 @@ struct PipelineState<T> {
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_marker: std::marker::PhantomData<T>,
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}
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struct PathRasterizationPipelineState {
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vertex: ID3D11VertexShader,
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fragment: ID3D11PixelShader,
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buffer: ID3D11Buffer,
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buffer_size: usize,
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view: [Option<ID3D11ShaderResourceView>; 1],
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vertex_buffer: Option<ID3D11Buffer>,
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vertex_buffer_size: usize,
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input_layout: ID3D11InputLayout,
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}
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// struct PathRasterizationPipelineState {
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// vertex: ID3D11VertexShader,
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// fragment: ID3D11PixelShader,
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// buffer: ID3D11Buffer,
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// buffer_size: usize,
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// view: [Option<ID3D11ShaderResourceView>; 1],
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// vertex_buffer: Option<ID3D11Buffer>,
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// vertex_buffer_size: usize,
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// input_layout: ID3D11InputLayout,
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// }
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impl<T> PipelineState<T> {
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fn new(
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@ -837,19 +843,21 @@ impl<T> PipelineState<T> {
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device_context: &ID3D11DeviceContext,
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viewport: &[D3D11_VIEWPORT],
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global_params: &[Option<ID3D11Buffer>],
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topology: D3D_PRIMITIVE_TOPOLOGY,
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vertex_count: u32,
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instance_count: u32,
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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topology,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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device_context.DrawInstanced(4, instance_count, 0, 0);
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device_context.DrawInstanced(vertex_count, instance_count, 0, 0);
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}
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Ok(())
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}
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@ -883,175 +891,130 @@ impl<T> PipelineState<T> {
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}
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}
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impl PathRasterizationPipelineState {
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fn new(device: &ID3D11Device) -> Result<Self> {
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let (vertex, vertex_shader) = {
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let raw_vertex_shader =
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RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Vertex)?;
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(
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create_vertex_shader(device, raw_vertex_shader.as_bytes())?,
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raw_vertex_shader,
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)
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};
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let fragment = {
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let raw_shader =
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RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Fragment)?;
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create_fragment_shader(device, raw_shader.as_bytes())?
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};
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let buffer = create_buffer(device, std::mem::size_of::<PathRasterizationSprite>(), 32)?;
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let view = create_buffer_view(device, &buffer)?;
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let vertex_buffer = Some(create_buffer(
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device,
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std::mem::size_of::<DirectXPathVertex>(),
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32,
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)?);
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// impl PathRasterizationPipelineState {
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// fn new(device: &ID3D11Device) -> Result<Self> {
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// let (vertex, vertex_shader) = {
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// let raw_vertex_shader =
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// RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Vertex)?;
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// (
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// create_vertex_shader(device, raw_vertex_shader.as_bytes())?,
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// raw_vertex_shader,
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// )
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// };
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// let fragment = {
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// let raw_shader =
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// RawShaderBytes::new(ShaderModule::PathRasterization, ShaderTarget::Fragment)?;
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// create_fragment_shader(device, raw_shader.as_bytes())?
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// };
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// let buffer = create_buffer(device, std::mem::size_of::<PathRasterizationSprite>(), 32)?;
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// let view = create_buffer_view(device, &buffer)?;
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// let vertex_buffer = Some(create_buffer(
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// device,
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// std::mem::size_of::<PathRasterizationSprite>(),
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// 32,
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// )?);
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let input_layout = unsafe {
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let mut layout = None;
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device.CreateInputLayout(
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&[
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: windows::core::s!("POSITION"),
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SemanticIndex: 0,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: 0,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: windows::core::s!("TEXCOORD"),
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SemanticIndex: 0,
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Format: DXGI_FORMAT_R32G32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: 8,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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D3D11_INPUT_ELEMENT_DESC {
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SemanticName: windows::core::s!("TEXCOORD"),
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SemanticIndex: 1,
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Format: DXGI_FORMAT_R32_UINT,
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InputSlot: 0,
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AlignedByteOffset: 16,
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InputSlotClass: D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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],
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vertex_shader.as_bytes(),
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Some(&mut layout),
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)?;
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layout.unwrap()
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};
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// Ok(Self {
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// vertex,
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// fragment,
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// buffer,
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// buffer_size: 32,
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// view,
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// vertex_buffer,
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// vertex_buffer_size: 32,
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// })
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// }
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Ok(Self {
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vertex,
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fragment,
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buffer,
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buffer_size: 32,
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view,
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vertex_buffer,
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vertex_buffer_size: 32,
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input_layout,
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})
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}
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// fn update_buffer(
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// &mut self,
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// device: &ID3D11Device,
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// device_context: &ID3D11DeviceContext,
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// sprites: &[PathRasterizationSprite],
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// vertices_data: &[DirectXPathVertex],
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// ) -> Result<()> {
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// if self.buffer_size < sprites.len() {
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// let new_buffer_size = sprites.len().next_power_of_two();
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// log::info!(
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// "Updating Paths Pipeline buffer size from {} to {}",
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// self.buffer_size,
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// new_buffer_size
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// );
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// let buffer = create_buffer(
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// device,
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// std::mem::size_of::<PathRasterizationSprite>(),
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// new_buffer_size,
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// )?;
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// let view = create_buffer_view(device, &buffer)?;
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// self.buffer = buffer;
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// self.view = view;
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// self.buffer_size = new_buffer_size;
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// }
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// update_buffer(device_context, &self.buffer, sprites)?;
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fn update_buffer(
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&mut self,
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device: &ID3D11Device,
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device_context: &ID3D11DeviceContext,
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sprites: &[PathRasterizationSprite],
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vertices_data: &[DirectXPathVertex],
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) -> Result<()> {
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if self.buffer_size < sprites.len() {
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let new_buffer_size = sprites.len().next_power_of_two();
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log::info!(
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"Updating Paths Pipeline buffer size from {} to {}",
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self.buffer_size,
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new_buffer_size
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);
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let buffer = create_buffer(
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device,
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std::mem::size_of::<PathRasterizationSprite>(),
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new_buffer_size,
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)?;
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let view = create_buffer_view(device, &buffer)?;
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self.buffer = buffer;
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self.view = view;
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self.buffer_size = new_buffer_size;
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}
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update_buffer(device_context, &self.buffer, sprites)?;
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// if self.vertex_buffer_size < vertices_data.len() {
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// let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
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// log::info!(
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// "Updating Paths Pipeline vertex buffer size from {} to {}",
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// self.vertex_buffer_size,
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// new_vertex_buffer_size
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// );
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// let vertex_buffer = create_buffer(
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// device,
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// std::mem::size_of::<DirectXPathVertex>(),
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// new_vertex_buffer_size,
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// )?;
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// self.vertex_buffer = Some(vertex_buffer);
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// self.vertex_buffer_size = new_vertex_buffer_size;
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// }
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// update_buffer(
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// device_context,
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// self.vertex_buffer.as_ref().unwrap(),
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// vertices_data,
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// )?;
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if self.vertex_buffer_size < vertices_data.len() {
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let new_vertex_buffer_size = vertices_data.len().next_power_of_two();
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log::info!(
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"Updating Paths Pipeline vertex buffer size from {} to {}",
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self.vertex_buffer_size,
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new_vertex_buffer_size
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);
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let vertex_buffer = create_buffer(
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device,
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std::mem::size_of::<DirectXPathVertex>(),
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new_vertex_buffer_size,
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)?;
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self.vertex_buffer = Some(vertex_buffer);
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self.vertex_buffer_size = new_vertex_buffer_size;
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}
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update_buffer(
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device_context,
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self.vertex_buffer.as_ref().unwrap(),
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vertices_data,
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)?;
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// Ok(())
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// }
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Ok(())
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}
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fn draw(
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&self,
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device_context: &ID3D11DeviceContext,
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vertex_count: u32,
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viewport: &[D3D11_VIEWPORT],
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global_params: &[Option<ID3D11Buffer>],
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
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const OFFSET: u32 = 0;
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device_context.IASetInputLayout(&self.input_layout);
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device_context.IASetVertexBuffers(
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0,
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1,
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Some(&self.vertex_buffer),
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Some(&STRIDE),
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Some(&OFFSET),
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);
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device_context.Draw(vertex_count, 0);
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}
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Ok(())
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}
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}
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#[derive(Clone, Copy)]
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#[repr(C)]
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struct DirectXPathVertex {
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xy_position: Point<ScaledPixels>,
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st_position: Point<f32>,
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path_index: u32,
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}
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// fn draw(
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// &self,
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// device_context: &ID3D11DeviceContext,
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// vertex_count: u32,
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// viewport: &[D3D11_VIEWPORT],
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// global_params: &[Option<ID3D11Buffer>],
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// ) -> Result<()> {
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// set_pipeline_state(
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// device_context,
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// &self.view,
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// D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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// viewport,
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// &self.vertex,
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// &self.fragment,
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// global_params,
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// );
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// unsafe {
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// const STRIDE: u32 = std::mem::size_of::<DirectXPathVertex>() as u32;
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// const OFFSET: u32 = 0;
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// device_context.IASetInputLayout(&self.input_layout);
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// device_context.IASetVertexBuffers(
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// 0,
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// 1,
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// Some(&self.vertex_buffer),
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// Some(&STRIDE),
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// Some(&OFFSET),
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// );
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// device_context.Draw(vertex_count, 0);
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// }
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// Ok(())
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// }
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// }
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#[derive(Clone, Copy)]
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#[repr(C)]
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struct PathRasterizationSprite {
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bounds: Bounds<ScaledPixels>,
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xy_position: Point<ScaledPixels>,
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st_position: Point<f32>,
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color: Background,
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bounds: Bounds<ScaledPixels>,
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}
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#[derive(Clone, Copy)]
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