90 lines
2.3 KiB
C++
90 lines
2.3 KiB
C++
/* SCE CONFIDENTIAL
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PlayStation(R)3 Programmer Tool Runtime Library 430.001
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* Copyright (C) 2007 Sony Computer Entertainment Inc.
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* All Rights Reserved.
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*/
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/* common headers */
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#include <stdint.h>
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#include <stdlib.h>
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#include <alloca.h>
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#include <spu_intrinsics.h>
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#include <cell/spurs.h>
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#include <cell/dma.h>
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#include <cell/spurs/job_queue.h>
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#include "Renderer_TextureUpdate.h"
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#include "..\Common\DmaData.h"
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#include <vectormath/c/vectormath_aos_v.h>
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static const bool sc_verbose = false;
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CellSpursJobContext2* g_pSpursJobContext;
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void CopyPPUMemory(void* pSrc, void* pDst, int size)
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{
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static const int bufferSize = 16384;
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char spuBuffer[bufferSize];
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int dataLeft = size;
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char* pSrcPos = (char*)pSrc;
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char* pDstPos = (char*)pDst;
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while(dataLeft > 0)
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{
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int sizeToDma = dataLeft;
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if(sizeToDma > bufferSize)
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sizeToDma = bufferSize;
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DmaData_SPU::getAndWait(spuBuffer, (uintptr_t)pSrcPos, sizeToDma);
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DmaData_SPU::putAndWait(spuBuffer, (uintptr_t)pDstPos, sizeToDma);
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pSrcPos += sizeToDma;
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pDstPos += sizeToDma;
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dataLeft -= sizeToDma;
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}
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}
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void TextureDataUpdate(int xoffset, int yoffset, int width, int height, int pitch, void *pSrcData, void* pDstData, int level)
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{
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int colourDepth = 4;
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char* pTexData = (char*)pDstData;
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char* pSrc = (char*) pSrcData;
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int srcOffset = 0;
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int dstOffset = 0;
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for(int i=0; i<height;i++)
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{
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CopyPPUMemory(&pSrc[srcOffset], &pTexData[dstOffset], pitch*colourDepth);
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srcOffset += width*colourDepth;
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dstOffset += pitch;
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}
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}
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void cellSpursJobQueueMain(CellSpursJobContext2 *pContext, CellSpursJob256 *pJob)
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{
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// CellSpursTaskId idTask = cellSpursGetTaskId();
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unsigned int idSpu = cellSpursGetCurrentSpuId();
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if(sc_verbose)
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spu_print("LevelRenderer_cull [SPU#%u] start\n", idSpu);
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g_pSpursJobContext = pContext;
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uint32_t eaDataIn = pJob->workArea.userData[0];
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// uint32_t eaDataOut =pJob->workArea.userData[1];
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Renderer_TextureUpdate_DataIn dataIn;
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DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(Renderer_TextureUpdate_DataIn));
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if(sc_verbose)
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spu_print("Renderer_TextureDataUpdate [SPU#%u] \n", idSpu);
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TextureDataUpdate(dataIn.xoffset, dataIn.yoffset, dataIn.width, dataIn.height, dataIn.pitch, dataIn.pSrcData, dataIn.pDstData, dataIn.level );
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if(sc_verbose)
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spu_print("Renderer_TextureDataUpdate [SPU#%u] exit\n", idSpu);
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}
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