Files
expvintl 419f2e4752 init
2025-02-23 17:40:52 +08:00

327 lines
7.5 KiB
Plaintext

Project renderer
Files {
Directory Debug {
EntitySelect.cpp
EntitySelect.h
Raster.cpp
Raster.h
}
Directory DrawLists {
CopyOffMatrixSet.cpp
drawList.cpp
drawList.h
drawList_CopyOffEntityVirtual.h
drawListCommands_Entities.cpp
drawListMgr.cpp
drawListMgr.h
DrawListNY.cpp
DrawListNY.h
DrawListProfileStats.cpp
DrawListProfileStats.h
DrawableDataStructs.h
DrawableDataStructs.cpp
Custom {
CopyOffMatrixSetSPU.frag
}
}
Directory Deferred {
DeferredConfig.h
DeferredLighting.cpp
DeferredLighting.h
GBuffer.h
GBuffer.cpp
}
Directory Entities {
EntityBatchDrawHandler.cpp
EntityBatchDrawHandler.h
EntityDrawHandler.cpp
EntityDrawHandler.h
ObjectDrawHandler.cpp
ObjectDrawHandler.h
CutSceneDrawHandler.cpp
CutSceneDrawHandler.h
VehicleDrawHandler.cpp
VehicleDrawHandler.h
DynamicEntityDrawHandler.cpp
DynamicEntityDrawHandler.h
InstancedEntityRenderer.cpp
InstancedEntityRenderer.h
InstancedEntityRenderer_inline.h
PedDrawHandler.cpp
PedDrawHandler.h
PtFxDrawHandler.cpp
PtFxDrawHandler.h
VehicleGlassDrawHandler.cpp
VehicleGlassDrawHandler.h
}
Directory Lights {
AsyncLightOcclusionMgr.cpp
AsyncLightOcclusionMgr.h
LightCommon.h
Lights.h
Lights.cpp
LightClassification.inl
LightCulling.h
LightSource.h
LightGroup.h
LightGroup.cpp
LightEntity.h
LightEntity.cpp
LightsVisibilitySort.h
LightsVisibilitySort.cpp
LODLights.h
LODLights.cpp
AmbientLights.h
AmbientLights.cpp
TiledLighting.h
TiledLighting.cpp
TiledLightingSettings.h
Custom {
LightsVisibilitySort.frag
}
}
Directory Shadows {
Shadows.h
ShadowsPrivate.cpp
ShadowsPrivate.h
ShadowTypes.h
ParaboloidShadows.cpp
ParaboloidShadows.h
ParaboloidShadows_shared.h
CascadeShadowsDebug.cpp
CascadeShadowsDebug.h
CascadeShadowsDepthHistogram.inl
}
Directory Tesselation {
barycentric.h
linearDualEdges.h
linear.h
progressiveLinear.h
progressiveLinear2.h
progressiveLinearDualEdges.h
}
Directory RenderPhases {
RenderPhase.cpp
RenderPhase.h
RenderPhaseCascadeShadows.cpp
RenderPhaseCascadeShadows.h
RenderPhaseDebugNY.cpp
RenderPhaseDebugNY.h
RenderPhaseDebugOverlay.cpp
RenderPhaseDebugOverlay.h
RenderPhaseDefLight.cpp
RenderPhaseDefLight.h
RenderPhaseEntitySelect.cpp
RenderPhaseEntitySelect.h
RenderPhaseFX.cpp
RenderPhaseFX.h
RenderPhaseHeightMap.cpp
RenderPhaseHeightMap.h
RenderPhaseLensDistortion.cpp
RenderPhaseLensDistortion.h
RenderPhaseMirrorReflection.cpp
RenderPhaseMirrorReflection.h
RenderPhaseParaboloidShadows.cpp
RenderPhaseParaboloidShadows.h
RenderPhasePedDamage.cpp
RenderPhasePedDamage.h
RenderPhaseRadar.cpp
RenderPhaseRadar.h
RenderPhaseReflection.cpp
RenderPhaseReflection.h
RenderPhaseStd.cpp
RenderPhaseStd.h
RenderPhaseStdNY.cpp
RenderPhaseStdNY.h
RenderPhaseTreeImposters.cpp
RenderPhaseTreeImposters.h
RenderPhaseWater.cpp
RenderPhaseWater.h
RenderPhaseWaterReflection.cpp
RenderPhaseWaterReflection.h
}
Directory fw {
RenderPhaseList.cpp
RenderPhaseList.h
}
Directory Util {
ShaderUtil.h
ShaderUtil.cpp
Util.cpp
Util.h
ShmooFile.cpp
ShmooFile.h
RenderDocManager.cpp
RenderDocManager.h
renderdoc_app.h
Parse {
ShmooFile
}
}
Directory SPU {
LightClassificationSPU.cpp
ProcessSPU.cpp
SSAOSPU.cpp
SSAOSPU.h
RainUpdateSPU.cpp
Custom {
LightClassificationSPU.pmjob {
Platform PS3 {
Description Building SPU Light Classification Job Handler: $(InputName)
Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir)
Dependencies ..\renderer\SPU\LightClassificationSPU.cpp; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h
Outputs spu-obj/$(InputName).ppu.o
}
}
ProcessSPU.pmjob {
Platform PS3 {
Description Building SPU Texture Post Process Job Handler: $(InputName)
Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir)
Dependencies ..\renderer\SPU\ProcessSPU.cpp; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h
Outputs spu-obj/$(InputName).ppu.o
}
}
SSAOSPU.pmjob {
Platform PS3 {
Description Building SPU SSAO Job Handler: $(InputName)
Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir)
Dependencies ..\renderer\SPU\SSAOSPU.cpp; ..\renderer\SPU\SSAOSPU.h; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h
Outputs spu-obj/$(InputName).ppu.o
}
}
RainUpdateSPU.pmjob {
Platform PS3 {
Description Building SPU Rain Update Job Handler: $(InputName)
Command call "..\renderer\SPUPM\GtaBuildSPUJobHandler.bat" debugopt $(InputDir) $(InputName) $(IntDir)
Dependencies ..\renderer\SPU\RainUpdateSPU.cpp; ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h; ..\..\rage\suite\src\gpuptfx\ptxrainupdatespu.cpp
Outputs spu-obj/$(InputName).ppu.o
}
}
}
}
Directory SpuPM {
SpuPmMgr.cpp
SpuPmMgr.h
SpuPmMgr_pm.h
SpuPmMgr_pm_spursentry.cpp
SpuPmMgrSPU.cpp
SpuPmMgrSPU.h
Custom {
spupmmgr_pm.cpp {
Platform PS3 {
Description Building SPU Policy Module: $(InputName)
Command call "..\renderer\SpuPM\GtaBuildSPUPM.bat" debug $(InputDir) $(InputName) $(IntDir)
Dependencies ..\renderer\SpuPM\SpuPmMgr_pm_spursentry.cpp; ..\renderer\SpuPM\SpuPmMgr.cpp; ..\renderer\SpuPM\SpuPmMgr.h
Outputs spu-obj/$(InputName).ppu.o
}
}
}
}
clip_stat.h
color.h
computeshader.cpp
computeshader.h
GtaDrawable.cpp
GtaDrawable.h
HierarchyIds.h
HorizonObjects.cpp
HorizonObjects.h
LensArtefacts.h
LensArtefacts.cpp
MeshBlendManager.cpp
MeshBlendManager.h
Mirrors.cpp
Mirrors.h
MLAA.cpp
MLAA.h
occlusion.cpp
occlusion.h
occlusionAsync.cpp
occlusionAsync.h
OcclusionQueries.h
OcclusionQueries.cpp
PlantsGrassRenderer.cpp
PlantsGrassRenderer.h
PlantsGrassRendererSwitches.h
PlantsGrassRendererSPU.cpp
PlantsGrassRendererSPU.h
PlantsMgr.cpp
PlantsMgr.h
PlantsMgrUpdateCommon.h
PlantsMgrUpdateSPU.cpp
ProcessLightOcclusionAsync.cpp
ProcessLightOcclusionAsync.h
ProcessLodLightVisibility.cpp
ProcessLodLightVisibility.h
PostProcessFX.cpp
PostProcessFX.h
PostProcessFXHelper.cpp
PostProcessFXHelper.h
PostScan.cpp
PostScan.h
PostFX_shared.h
psnvramrendertargettotal.h
render_channel.h
Renderer.cpp
Renderer.h
renderListGroup.cpp
renderListGroup.h
RenderListBuilder.h
RenderListBuilder.cpp
RenderSettings.cpp
RenderSettings.h
RenderTargetMgr.cpp
RenderTargetMgr.h
rendertargets.cpp
rendertargets.h
renderThread.cpp
RenderThread.h
River.cpp
River.h
SortPVSAsync.cpp
sprite2d.cpp
sprite2d.h
SSAO.h
SSAO.cpp
TerrainEdgeInfo.cpp
TerrainEdgeInfo.h
TreeImposters.cpp
TreeImposters.h
UseTreeImposters.h
Water.cpp
Water.h
waterdefines.h
WaterSPU.cpp
WaterSPU.h
WaterUpdateDynamicCommon.h
zonecull.cpp
zonecull.h
ScreenshotManager.h
ScreenshotManager.cpp
UI3DDrawManager.h
UI3DDrawManager.cpp
AdaptiveDOF.cpp
AdaptiveDOF.h
ApplyDamage.cpp
ApplyDamage.h
Custom {
PlantsGrassRendererSPU.job
PlantsMgrUpdateSPU.job
ProcessLightOcclusionAsync.frag
ProcessLodLightVisibility.frag
SortPVSAsync.frag
WaterSPU.job
}
Parse {
Water
SSAO
PlantsGrassRenderer
TerrainTessellation
UI3DDrawManager
PostProcessFXHelper
LensArtefacts
}
}