/* SCE CONFIDENTIAL PlayStation(R)3 Programmer Tool Runtime Library 430.001 * Copyright (C) 2007 Sony Computer Entertainment Inc. * All Rights Reserved. */ /* common headers */ #include #include #include #include #include #include #include #include "Texture_blit.h" #include "..\Common\DmaData.h" #include static const bool sc_verbose = false; CellSpursJobContext2* g_pSpursJobContext; void CopyPPUMemory(void* pSrc, void* pDst, int size) { static const int bufferSize = 16384; char spuBuffer[bufferSize]; int dataLeft = size; char* pSrcPos = (char*)pSrc; char* pDstPos = (char*)pDst; while(dataLeft > 0) { int sizeToDma = dataLeft; if(sizeToDma > bufferSize) sizeToDma = bufferSize; DmaData_SPU::getAndWait(spuBuffer, (uintptr_t)pSrcPos, sizeToDma); DmaData_SPU::putAndWait(spuBuffer, (uintptr_t)pDstPos, sizeToDma); pSrcPos += sizeToDma; pDstPos += sizeToDma; dataLeft -= sizeToDma; } } void blit(Texture_blit_DataIn& dataIn) { int yy = dataIn.yy; int xx = dataIn.xx; // int hh = dataIn.hh; int ww = dataIn.ww; int shh = dataIn.shh; int sww = dataIn.sww; bool rotated = dataIn.rotated; for (int srcY = 0; srcY < shh; srcY++) { int dstY = yy + srcY; int srcLine = srcY * sww * 4; int dstLine = dstY * ww * 4; if (rotated) { dstY = yy + (shh - srcY); } for (int srcX = 0; srcX < sww; srcX++) { int dstPos = dstLine + (srcX + xx) * 4; int srcPos = srcLine + srcX * 4; if (rotated) { dstPos = (xx + srcX * ww * 4) + dstY * 4; } uint32_t val = DmaData_SPU::getValue32((uintptr_t)&dataIn.pSrcData[srcPos]); DmaData_SPU::putValue32(val, (uintptr_t)&dataIn.pDstData[dstPos]); // data[level]->put(dstPos + 0, srcBuffer->get(srcPos + 0)); // data[level]->put(dstPos + 1, srcBuffer->get(srcPos + 1)); // data[level]->put(dstPos + 2, srcBuffer->get(srcPos + 2)); // data[level]->put(dstPos + 3, srcBuffer->get(srcPos + 3)); } } } void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob) { // CellSpursTaskId idTask = cellSpursGetTaskId(); unsigned int idSpu = cellSpursGetCurrentSpuId(); if(sc_verbose) spu_print("LevelRenderer_cull [SPU#%u] start\n", idSpu); g_pSpursJobContext = pContext; uint32_t eaDataIn = pJob->workArea.userData[0]; // uint32_t eaDataOut =pJob->workArea.userData[1]; Texture_blit_DataIn dataIn; DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(Texture_blit_DataIn)); if(sc_verbose) spu_print("Texture_blit [SPU#%u] \n", idSpu); blit(dataIn); if(sc_verbose) spu_print("Texture_blit [SPU#%u] exit\n", idSpu); }