81 lines
2.3 KiB
C++
81 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 <spu_intrinsics.h>
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#include <cell/spurs.h>
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#include <cell/dma.h>
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#include "ChunkRebuildData.h"
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#include "TileRenderer_SPU.h"
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#include "..\Common\DmaData.h"
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// #define SPU_HEAPSIZE (0*1024)
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// #define SPU_STACKSIZE (64*1024)
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//
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// CELL_SPU_LS_PARAM(0*1024, 64*1024); // can't use #defines here as it seems to create an asm instruction
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static const bool sc_verbose = false;
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int g_lastHitBlockX = 0;
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int g_lastHitBlockY = 0;
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int g_lastHitBlockZ = 0;
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CellSpursJobContext2* g_pSpursJobContext;
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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("ChunkUpdate [SPU#%u] start\n", idSpu);
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g_pSpursJobContext = pContext;
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// void* pVolatileMem = NULL;
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// uint32_t volatileSize = 0;
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// ret = cellSpursGetTaskVolatileArea(&pVolatileMem, &volatileSize);
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// spu_print( "----------------- ChunkUpdate ------------------\n"
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// "Stack : %dKb\n"
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// "Heap : %dKb\n"
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// "Prog : %dKb\n"
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// "Free : %dKb\n"
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// "-------------------------------------------------------------\n",
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// SPU_STACKSIZE/1024,
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// SPU_HEAPSIZE/1024,
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// 256 - ((SPU_HEAPSIZE+SPU_STACKSIZE+volatileSize)/1024),
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// volatileSize/1024);
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// uint32_t eaEventFlag = spu_extract((vec_uint4)argTask, 0);
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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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ChunkRebuildData rebuildData;
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TileRenderer_SPU tileRenderer(&rebuildData);
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unsigned int arrayData[4096+32];
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intArray_SPU tesselatorArray(arrayData);
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Tile_SPU::initTilePointers();
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DmaData_SPU::getAndWait(&rebuildData, eaDataIn, sizeof(ChunkRebuildData));
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g_lastHitBlockX = rebuildData.m_lastHitBlockX;
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g_lastHitBlockY = rebuildData.m_lastHitBlockY;
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g_lastHitBlockZ = rebuildData.m_lastHitBlockZ;
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rebuildData.m_tesselator._array = &tesselatorArray;
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rebuildData.disableUnseenTiles();
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rebuildData.tesselateAllTiles(&tileRenderer);
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DmaData_SPU::putAndWait(&rebuildData, eaDataOut, sizeof(ChunkRebuildData));
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if(sc_verbose)
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spu_print("ChunkUpdate [SPU#%u] exit\n", idTask, idSpu);
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}
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