/* 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 "PerlinNoiseJob.h" #include "..\Common\DmaData.h" #include static const bool sc_verbose = false; CellSpursJobContext2* g_pSpursJobContext; void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob) { // CellSpursTaskId idTask = cellSpursGetTaskId(); unsigned int idSpu = cellSpursGetCurrentSpuId(); if(sc_verbose) spu_print("PerlinNoiseJob [SPU#%u] start\n", idSpu); g_pSpursJobContext = pContext; uint32_t eaDataIn = pJob->workArea.userData[0]; // uint32_t eaDataOut =pJob->workArea.userData[1]; PerlinNoise_DataIn dataIn; DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(PerlinNoise_DataIn)); dataIn.m_perlinData.getRegion( dataIn.m_outputBuffer, dataIn.x, dataIn.y, dataIn.z, dataIn.xSize, dataIn.ySize, dataIn.zSize, dataIn.xScale, dataIn.yScale, dataIn.zScale); if(sc_verbose) spu_print("PerlinNoiseJob [SPU#%u] exit\n", idSpu); }