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