Counter Strike : Global Offensive Source Code
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#ifndef INCLUDED_BUILDWORLDLISTS_PS3_H
#define INCLUDED_BUILDWORLDLISTS_PS3_H
#if defined( _PS3 )
#include "utlvector.h"
#include "vjobs/root.h"
#include <vjobs_interface.h>
#include <ps3/vjobutils.h>
#include <ps3/vjobutils_shared.h>
#include "vjobs/jobparams_shared.h"
#include "gl_matsysiface.h"
//--------------------------------------------------------------------------------------------------
// Job structure
//--------------------------------------------------------------------------------------------------
class CPS3BuildWorldListsJob : public VJobInstance { public: CPS3BuildWorldListsJob() { }
~CPS3BuildWorldListsJob() { // Shutdown();
}
void OnVjobsInit( void ); // gets called after m_pRoot was created and assigned
void OnVjobsShutdown( void ); // gets called before m_pRoot is about to be destructed and NULL'ed
void Init( void ); void Shutdown( void );
void CPS3BuildWorldListsJob::BuildWorldLists_SPU( job_buildworldlists::JobParams_t* pParam, job_buildworldlists::buildWorldListsDMAOut *pDMAOut, bool bDrawtopview, void *pEA_VolumeCuller, float *pOrthoCenter, float *pOrthoHalfDi, bool bTopViewNoBackfaceCulling, bool bTopViewNoVisCheck, bool bShadowDepth, void* pInfo, void *pEA_RenderListLeaves, int drawFlags, Frustum_t *pFrustum, Frustum_t *pAreaFrustum, unsigned char *pRenderAreaBits, int buildViewID ); };
// output dma params
extern IVJobs * g_pVJobs; extern CPS3BuildWorldListsJob* g_pBuildWorldListsJob;
extern job_buildworldlists::JobDescriptor_t g_buildWorldListsJobDescriptor[MAX_CONCURRENT_BUILDVIEWS] ALIGN128;
extern job_buildworldlists::buildWorldListsDMAOut g_buildWorldListsDMAOutData[MAX_CONCURRENT_BUILDVIEWS] ALIGN128;
#endif // if !defined(_PS3)
#endif // INCLUDED_BUILDWORLDLISTS_PS3_H
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