@Layer pp_vis ////////////////////////////// //- Dependencies @Dep pp @Dep net @Dep sprite @Dep gpu @Dep glyph_cache @Dep platform @Dep window @Dep ui ////////////////////////////// //- Resources @Shader V_BuildProfilerGraphCS (1, 128) // Vertical group dims so that profiler-sample access is uniform @Shader V_PrepareShadeCS (16, 16) @Shader V_PrepareCellsCS (16, 16) @Shader V_BackdropDownCS (16, 16) @Shader V_BackdropUpCS (16, 16) @Shader V_ClearParticlesCS (256) @Shader V_QuadVS Vertex @Shader V_QuadPS Pixel @Shader V_EmitParticlesCS (256) @Shader V_SimParticlesCS (256) @Shader V_ShadeCS (16, 16) @Shader V_CompositeCS (16, 16) @Shader V_BloomDownCS (16, 16) @Shader V_BloomUpCS (16, 16) @Shader V_FinalizeCS (16, 16) @Shader V_DVertVS Vertex @Shader V_DVertPS Pixel ////////////////////////////// //- Api @IncludeC pp_vis_shared.cgh @IncludeC pp_vis_core.h @IncludeG pp_vis_shared.cgh @IncludeG pp_vis_gpu.gh @Bootstrap V_Bootstrap ////////////////////////////// //- Impl @IncludeC pp_vis_shared.cg @IncludeC pp_vis_core.c @IncludeG pp_vis_shared.cg @IncludeG pp_vis_gpu.g