view src/video/ps3/SDL_ps3spe_c.h @ 4525:3abf0b9cafad

pelya 2010-07-12 03:53:48 PDT In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy() that can be avoided if we're updating whole texture. Because of that the SDL 1.3 in compatibility mode is working even slower than software rendering in SDL 1.2.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 14 Jul 2010 07:31:35 -0700
parents f7b03b6838cb
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

/* This SPE API basically provides 3 ways to run and control a program
 * on the SPE:
 * - Start and stop the program (keepalive=0).
 *   SPE_Start() will implicitly boot up the program, create a thread and run
 *   the context.
 *   SPE_Stop() will join the (terminated) thread (may block) and return.
 * - Boot the program and run it (keepalive=0).
 *   SPE_Boot() will create a context and load the program and finally start
 *   the context with SPE_Start().
 *   SPE_Stop() will savely end the program.
 * - Boot, Run and send messages to the program (keepalive=1).
 *   Start the program by using one of the methods described above. When
 *   received the READY-message the program is in its infinite loop waiting
 *   for new messages.
 *   Every time you run the program, send SPU_START and the address of the
 *   according struct using SPE_SendMsg().
 *   SPE_WaitForMsg() will than wait for SPU_FIN and is blocking.
 *   SPE_Shutdown() sends SPU_EXIT and finally stops the program.
 *
 * Therefor the SPE program
 * - either runs once and returns
 * - or runs in an infinite loop and is controlled by messages.
 */

#include "SDL_config.h"

#include "spulibs/spu_common.h"

#include <libspe2.h>

#ifndef _SDL_ps3spe_h
#define _SDL_ps3spe_h

/* SPU handling data */
typedef struct spu_data {
    /* Context to be executed */
    spe_context_ptr_t ctx;
    spe_program_handle_t program;
    /* Thread running the context */
    pthread_t thread;
    /* For debugging */
    char * program_name;
    /* SPE_Start() or SPE_Boot() called */
    unsigned int booted;
    /* Runs the program in an infinite loop? */
    unsigned int keepalive;
    unsigned int entry;
    /* Exit code of the program */
    int error_code;
    /* Arguments passed to the program */
    void * argp;
} spu_data_t;

/* SPU specific API functions */
int SPE_Start(spu_data_t * spe_data);
int SPE_Stop(spu_data_t * spe_data);
int SPE_Boot(spu_data_t * spe_data);
int SPE_Shutdown(spu_data_t * spe_data);
int SPE_SendMsg(spu_data_t * spe_data, unsigned int msg);
int SPE_WaitForMsg(spu_data_t * spe_data, unsigned int msg);
void SPE_RunContext(void *thread_argp);

#endif /* _SDL_ps3spe_h */

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