power_play/src/pp/pp_vis/pp_vis.lay
2026-03-30 16:34:28 -05:00

53 lines
1.2 KiB
C

@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