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-rw-r--r--src/gui/Post.zig12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/gui/Post.zig b/src/gui/Post.zig
index 602b2790..fc256135 100644
--- a/src/gui/Post.zig
+++ b/src/gui/Post.zig
@@ -2,7 +2,7 @@
//! finished frame, each reading the one before it (the frame first) and the
//! last one writing the window. A pass is the bundled Crt (shaders/post/,
//! compiled with the build) or a user's file (Shader <path>), whose SPIR-V
-//! comes from shader_build.zig: compiled by the process that holds the core,
+//! comes from ShaderBuild.zig: compiled by the process that holds the core,
//! this one or the detached session this GUI is attached to. A file whose
//! compile fails keeps its last good pipeline.
//!
@@ -24,7 +24,7 @@ const Pipeline = c.SDL_GPUGraphicsPipeline;
pub const max = Chain.max;
const prefix = @embedFile("post-prefix.glsl");
-const Built = @import("../shader_build.zig").Pass;
+const Built = @import("../ShaderBuild.zig").Pass;
const vert_spv = @embedFile("post.vert.spv");
const bundled_spv = std.EnumArray(Scene, []const u8).init(.{
.crt = @embedFile("post-crt.frag.spv"),
@@ -92,9 +92,9 @@ pub const Pass = struct {
/// A user's file, owned; empty for a bundled pass.
path: []u8 = &.{},
pipeline: ?*Pipeline = null,
- /// The SPIR-V revision `pipeline` was made from (shader_build.Pass).
+ /// The SPIR-V revision `pipeline` was made from (ShaderBuild.Pass).
revision: u32 = 0,
- /// It moves on its own (shader_build.Pass).
+ /// It moves on its own (ShaderBuild.Pass).
animated: bool = false,
};
@@ -125,7 +125,7 @@ bloom_up: ?*Pipeline = null,
started_ns: ?u64 = null,
last_ns: u64 = 0,
-/// Brings the passes to the chain a shell was given (shader_build.zig: a
+/// Brings the passes to the chain a shell was given (ShaderBuild.zig: a
/// local core's, or an attached session's over the wire), whose `key` moves
/// whenever the chain or a file's SPIR-V does. A file whose SPIR-V has not
/// moved keeps its pipeline; one the GPU refuses keeps its last, and is said
@@ -203,7 +203,7 @@ pub fn ready(post: *const Post) bool {
}
/// The chain redraws on its own (level A) as ShaderAnimation says.
-/// Only a pass that moves on its own (shader_build.Pass.animated) asks for
+/// Only a pass that moves on its own (ShaderBuild.Pass.animated) asks for
/// frames while idle: a still one (Bloom, Vignette, Grain, a file that reads
/// no clock) is drawn again only with a frame of the core's.
pub fn animating(post: *const Post, mode: pardes.config.Runtime.ShaderAnimation) bool {