Counter Strike : Global Offensive Source Code
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//========== Copyright © Valve Corporation, All rights reserved. ========
#if !defined( JOB_FPCPATCH_SHARED_HDR ) && defined( _PS3 )
#define JOB_FPCPATCH_SHARED_HDR
#include "ps3/spu_job_shared.h"
#include "ps3/ps3_gcm_config.h"
namespace job_fpcpatch
{
// On PS/3, fragment programs have a maximum of 256 constant patch-ups that can be applied to each shader
// PS 2.0 defines 96 as minimum, but I'm not sure how many we are actually using
enum GlobalConstEnum_t
{
MAX_VIRTUAL_CONST_COUNT = MAX_FPCP_VIRTUAL_CONST_COUNT,
FLAG_PUT_STATE = 1, // DMA the new state out when done; must be synchronized by vjobs code running at PPU
FLAG_BREAK_JOB = 2,
FLAG_DEFER_STATE = 4,
FLAG_UNDEFER_STATE = 8 // this flag must fit in the lower 4 bits, because deferred state may be 16-byte aligned, not 128-byte aligned
};
union ConstRangeHeader_t
{
fltx4 m_f4;
struct
{
uint32 m_nStart;
uint32 m_nCount;
} m_u32;
};
struct ALIGN16 FpcPatchStateHeader_t
{
#ifndef SPU
volatile // there's no need to treat this as volatile on SPU
#endif
uint32 m_nStartRanges; // the start index of ConstRangeHeader_t
uint32 m_nBufferMask; // the number of Qwords in the buffer - 1
FpcPatchStateHeader_t * m_eaThis;
uint32 m_nThisStatePatchCounter; // the patch counter corresponding to this state (the job at which it was up to date)
uint32 m_eaThisStateJobDescriptor;
uint32 m_nDebuggerBreak;
}
ALIGN16_POST;
struct ALIGN128 FpcPatchState_t: FpcPatchStateHeader_t
{
// virtual const register states
fltx4 m_reg[MAX_VIRTUAL_CONST_COUNT];
fltx4 * GetBufferStart()
{
return ( fltx4* )( this + 1 ) ; // the buffer start address
}
}
ALIGN128_POST;
}
namespace job_fpcpatch2
{
using job_fpcpatch::MAX_VIRTUAL_CONST_COUNT;
using job_fpcpatch::FLAG_PUT_STATE;
using job_fpcpatch::FLAG_BREAK_JOB;
using job_fpcpatch::FLAG_DEFER_STATE;
using job_fpcpatch::FLAG_UNDEFER_STATE;
using job_fpcpatch::ConstRangeHeader_t;
using job_fpcpatch::FpcPatchStateHeader_t;
using job_fpcpatch::FpcPatchState_t;
struct ALIGN16 FpHeader_t
{
uint32 m_nUcodeSize;
// patches follow Ucode; patch is struct{ uint16 nConstIndex; uint16 nConstOffset; }
// the offset is a qword index ( offset from the start of Ucode div 16 )
uint32 m_nPatchCount;
uint32 m_nShaderControl0;
uint32 m_nTexControls; // Always <= 16; 1 tex control corresponds to 2 words in the tex control table
// the dma size without the texcontrols
uint GetDmaSize() const
{
return sizeof( *this ) + m_nUcodeSize + m_nPatchCount * sizeof( uint32 );
}
static uintp GetUcodeEa( uint eaFpHeader )
{
return eaFpHeader + sizeof( FpHeader_t );
}
uintp GetPatchTableEa( uint eaFpHeader )const
{
return GetUcodeEa( eaFpHeader ) + m_nUcodeSize;
}
uintp GetTexControlsEa( uint eaFpHeader )const
{
return GetPatchTableEa( eaFpHeader ) + AlignValue( m_nPatchCount * sizeof( uint32 ), 16 );
}
uintp GetTexControlsBytes( )const
{
return sizeof( uint32 ) * 2 * m_nTexControls;
}
#if !defined( SPU )
const void * GetUcode()const
{
return ( void* )GetUcodeEa( ( uintp ) this );
}
const uint32 * GetPatchTable( )const
{
return ( uint32* )( uintp( GetUcode() ) + m_nUcodeSize );
}
const uint32 * GetTexControls()const
{
return ( uint32* )GetTexControlsEa( ( uintp )this );
}
#endif
}
ALIGN16_POST;
}
#endif