Refactored SpuGatheringCollisionTask to use code in SpuCollisionShapes.
More work on SpuBatchRaycaster. It is working now on the PS3 and Windows.
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@@ -55,7 +55,6 @@ void SequentialThreadSupport::sendRequest(uint32_t uiCommand, uint32_t uiArgumen
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}
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///check for messages from SPUs
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void SequentialThreadSupport::waitForResponse(unsigned int *puiArgument0, unsigned int *puiArgument1)
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{
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@@ -65,8 +64,6 @@ void SequentialThreadSupport::waitForResponse(unsigned int *puiArgument0, unsign
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*puiArgument1 = spuStatus.m_status;
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}
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void SequentialThreadSupport::startThreads(SequentialThreadConstructionInfo& threadConstructionInfo)
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{
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m_activeSpuStatus.resize(1);
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@@ -78,7 +75,7 @@ void SequentialThreadSupport::startThreads(SequentialThreadConstructionInfo& thr
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spuStatus.m_status = 0;
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spuStatus.m_lsMemory = threadConstructionInfo.m_lsMemoryFunc();
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spuStatus.m_userThreadFunc = threadConstructionInfo.m_userThreadFunc;
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printf("STS: Created local store at %p for function %p\n",spuStatus.m_lsMemory, spuStatus.m_userThreadFunc);
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printf("STS: Created local store at %p for task %s\n", spuStatus.m_lsMemory, threadConstructionInfo.m_uniqueName);
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}
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void SequentialThreadSupport::startSPU()
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