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feat: add cs frame annotation ids
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alandtse committed Apr 11, 2024
1 parent 74448aa commit 1fb26ae
Showing 1 changed file with 9 additions and 0 deletions.
9 changes: 9 additions & 0 deletions database.csv
Expand Up @@ -388,6 +388,7 @@ id,sse,vr,status,name
35551,0x1405af3d0,0x1405b6d70,4,MainLoop_1405AF3D0
35556,0x1405b1020,0x1405b8a20,3,Main::sub_*
35560,0x1405b1860,0x1405b9330,3,"void Main::Draw_1405B1860 (Main * a_this, uint32_t param_2, bool a_mainMenuopen)"
35561,0x1405b2300,0x1405b9c00,4,void Main::RenderWaterEffects (void)
35565,0x1405b2ff0,0x1405bab10,3,Main::OnIdle_1405B2FF0
35589,0x1405b5280,0x1405bcef0,3,void Main::FUN_1405b5280 (Main * a_this)
35593,0x1405b5490,0x1405bd0f0,2,Main::sub_*
Expand Down Expand Up @@ -1074,7 +1075,9 @@ id,sse,vr,status,name
99868,0x1412c5ca0,0x141304090,3,RE::NiAVObject::SetRefraction
99886,0x1412c9320,0x141307710,3,BSShaderTextureSet* BSShaderTextureSet::Ctor()
99938,0x1412cacd0,0x1413093a0,3,"void BSShaderAccumulator::FinishAccumulating (BSShaderAccumulator *a_this,uint32_t StartRange,uint32_t EndRanges)"
99940,0x1412cb930,0x14130a240,4,void BSShaderAccumulator::RenderEffects (BSShaderAccumulator * a_this)
99943,0x1412cbe90,0x14130a970,3,"void BSShaderAccumulator::sub_1412CBE90 (BSShaderAccumulator * a_this, uint32_t param_2)"
99963,0x1412cce40,0x14130ba60,4,"void BSBatchRenderer::RenderBatches (BSBatchRenderer * This, uint32_t StartRange, uint32_t EndRanges, uint32_t RenderFlags, int GeometryGroup)"
100000,0x1412ceb10,0x14130da10,4,"void fogMethod (undefined8 param_1, int param_2)"
100004,0x1412ced50,0x14130dc60,3,BSLightingShaderMaterial* BSLightingShaderMaterial::Ctor()
100016,0x1412cfbc0,0x14130ead0,3,RE::BSLightingShaderMaterialBase::CreateMaterial
Expand All @@ -1090,12 +1093,18 @@ id,sse,vr,status,name
100110,0x1412d3360,0x141312270,3,BSLightingShaderMaterialLODLandscape* BSLightingShaderMaterialLODLandscape::Ctor()
100118,0x1412d38f0,0x141312800,3,BSLightingShaderMaterialSnow* BSLightingShaderMaterialSnow::Ctor()
100125,0x1412d3ad0,0x1413129e0,3,BSLightingShaderMaterialMultiLayerParallax* BSLightingShaderMaterialMultiLayerParallax::Ctor()
100306,0x1412dc050,0x14131b240,4,"void VolumetricLightingDescriptor::Render (longlong param_1, undefined8 param_2, bool param_3)"
100411,0x1412e21a0,0x1413218c0,4,"void Main::RenderFirstPersonView (char param_1, char param_2)"
100421,0x1412e3520,0x141323250,3,"void Main::RenderDepth (char param_1, char param_2)"
100422,0x1412e3ac0,0x141323680,3,void Main::RenderShadowmasks (bool param_1)
100424,0x1412e3e70,0x141323b10,3,void Main::RenderWorld (bool param_1)
100458,0x1412e5570,0x141325d10,3,void BSShaderRenderTargets::Create()
100563,0x1412f2020,0x141338400,3,"void BSLightingShader::Func4_1412F2020 (BSLightingShader * a_this, undefined8 param_2, undefined8 param_3)"
100565,0x1412f2bb0,0x141338f60,3,"void BSLightingShader::Func6_1412F2BB0 (BSLightingShader * a_this, undefined8 param_2, undefined8 param_3, undefined8 param_4)"
100602,0x1412f63d0,0x141333470,3,"void BSWaterShader::Func4_1412F63D0 (BSWaterShader * a_this, undefined8 param_2)"
100717,0x1412fdcc0,0x1413401e0,4,"BSShader * BSShader::sub_1412FDCC0 (BSShader * param_1, undefined8 param_2, undefined8 param_3, undefined4 param_4, undefined1 param_5, undefined8 param_6)"
100771,0x1413014c0,0x141343d40,3,"bool BSDistantTreeShader::Func2_1413014C0 (BSDistantTreeShader * a_this, undefined8 param_2)"
100840,0x141306240,0x141347320,4,"void BSShaderAccumulator::RenderPersistentPassList (longlong * * passList, uint32_t renderFlags)"
100847,0x141307160,0x141348390,3,Skyrim-Upscaler
100852,0x141308030,0x141349270,4,"void BSBatchRenderer::sub_141308030(BSBatchRenderer *a_this,uint *param_2,uint *param_3,undefined8 param_4,uint param_5)"
100854,0x141308440,0x141349680,3,"void BSBatchRenderer::RenderPassImmediately_141308440 (BSBatchRenderer * a_Pass, uint32_t a_Technique, bool a_AlphaTest, uint32_t a_RenderFlags)"
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