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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.3 kB · 89 lines
C++
at main
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/* common headers */#include <stdint.h>#include <stdlib.h>#include <alloca.h>#include <spu_intrinsics.h>#include <cell/spurs.h>#include <cell/dma.h>#include <cell/spurs/job_queue.h>
#include "Renderer_TextureUpdate.h"#include "..\Common\DmaData.h"#include <vectormath/c/vectormath_aos_v.h>
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 TextureDataUpdate(int xoffset, int yoffset, int width, int height, int pitch, void *pSrcData, void* pDstData, int level){ int colourDepth = 4; char* pTexData = (char*)pDstData; char* pSrc = (char*) pSrcData; int srcOffset = 0; int dstOffset = 0; for(int i=0; i<height;i++) { CopyPPUMemory(&pSrc[srcOffset], &pTexData[dstOffset], pitch*colourDepth); srcOffset += width*colourDepth; dstOffset += pitch; }}
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];
Renderer_TextureUpdate_DataIn dataIn; DmaData_SPU::getAndWait(&dataIn, eaDataIn, sizeof(Renderer_TextureUpdate_DataIn));
if(sc_verbose) spu_print("Renderer_TextureDataUpdate [SPU#%u] \n", idSpu);
TextureDataUpdate(dataIn.xoffset, dataIn.yoffset, dataIn.width, dataIn.height, dataIn.pitch, dataIn.pSrcData, dataIn.pDstData, dataIn.level );
if(sc_verbose) spu_print("Renderer_TextureDataUpdate [SPU#%u] exit\n", idSpu);}