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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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2.7 kB · 122 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123/* SCE CONFIDENTIALPlayStation(R)3 Programmer Tool Runtime Library 430.001* Copyright (C) 2007 Sony Computer Entertainment Inc.* All Rights Reserved.*/
/* 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 "Texture_blit.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 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);}