Counter Strike : Global Offensive Source Code
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//========== Copyright � Valve Corporation, All rights reserved. ========
#ifndef JOB_VJOBS_ROOT_HDR
#define JOB_VJOBS_ROOT_HDR
#ifdef _PS3
#include <cell/spurs.h>
#include "vjobs/edgegeomparams_shared.h"
#include "const.h"
#endif
// this structure gives the client a kind of "root access" to SPURS and all VJobs functionality
struct ALIGN128 VJobsRoot { enum AlignmentEnum_t {ALIGNMENT = 128}; enum {MAXPORTS_ANIM = 32};
#ifdef _PS3
cell::Spurs::Spurs m_spurs;
// the job queue processes a lot of Edge jobs, and edge jobs have the largest descriptors of all
cell::Spurs::JobQueue::JobQueue< 512, 256 > m_largeJobQueue; cell::Spurs::JobQueue::JobQueue< 512, sizeof( job_edgegeom::JobDescriptor_t ) > m_smallJobQueue;
cell::Spurs::JobQueue::JobQueue< 512, sizeof( job_edgegeom::JobDescriptor_t ) > m_buildWorldRenderableJobQueue;
JobQueue::Port2 m_queuePortBlobulator, m_queuePortSound;//DECL_ALIGN( CELL_SPURS_JOBQUEUE_PORT2_ALIGN );
JobQueue::Port2 m_queuePortAnim[ MAXPORTS_ANIM ]; JobQueue::Port2 m_queuePortBuildIndices; JobQueue::Port2 m_queuePortBuildWorldAndRenderables; JobQueue::Port2 m_queuePortBuildWorld[ MAX_CONCURRENT_BUILDVIEWS ]; JobQueue::Port2 m_queuePortBuildRenderables[ MAX_CONCURRENT_BUILDVIEWS ];
uint64 m_nSpugcmChainPriority; uint64 m_nEdgeChainPriority; uint64 m_nFpcpChainPriority; uint64 m_nSystemWorkloadPriority; uint64 m_nSlimJobQueuePriority; uint64 m_nBulkJobQueuePriority; uint64 m_nEdgePostWorkloadPriority; uint64 m_nGemWorkloadPriority; const CellSpursJobHeader *m_pFpcPatch2; const CellSpursJobHeader *m_pJobNotify; const CellSpursJobHeader *m_pJobZPass; const CellSpursJobHeader *m_pCtxFlush; const CellSpursJobHeader *m_pGcmStateFlush; const CellSpursJobHeader *m_pEdgeGeom; const CellSpursJobHeader *m_pDrawIndexedPrimitive; const CellSpursJobHeader *m_pJobBlobulator; const CellSpursJobHeader *m_pJobSndUpsampler; const CellSpursJobHeader *m_pJobMp3Dec; const CellSpursJobHeader *m_pJobZlibInflate; const CellSpursJobHeader *m_pJobZlibDeflate; const CellSpursJobHeader *m_pJobAccumPose; const CellSpursJobHeader *m_pJobBuildIndices; const CellSpursJobHeader *m_pJobBuildRenderables; const CellSpursJobHeader *m_pJobBuildWorldLists;
#endif
} ALIGN128_POST;
#endif
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