// here, SPU jobs will write 16-bytes per vertex in 'dstPosition', and 8-bytes per vertex in 'dstUV'.
// DMAs should be 16-bytes aligned. the lowest dangerous write comes from the UV stream.
// make sure the output written vertex count is a multiple of 2 so that we always write multiples of 16-bytes of UV data:
HH_ASSERT(dstBatchSize % 2 == 0);
----
0^2> non mais c'est bidon ce que je poste, les instrinsics et tout normalement ca se trouve partout sur le net, sauf celui-la en particulier pour la xbox.. donc bon.. hop
