#ifndef INCLUDED_BUILDWORLDLISTS_PS3_H #define INCLUDED_BUILDWORLDLISTS_PS3_H #if defined( _PS3 ) #include "utlvector.h" #include "vjobs/root.h" #include #include #include #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