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