📄 cubetexfmt8888.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* CubeTexFmt8888.c
*
* by cheolkyoo.kim
* Graphics IP Team in AP, Mobile Solution Development,
* System LSI Division, Semiconductor Business,
* Samsung Electronics
*
* Copyright (c) 2005 FIMG team
*
* All rights reserved. No part of this program may be reproduced, stored
* in a retrieval system, or tranmitted, in any form or by any means,
* electronic, mechanical, photocopying, recording, or otherwise, without
* the prior written permission of the author.
*
* 2006. 2. 6 by cheolkyoo.kim
*
* Description
*
* $RCSfile: CubeTexFmt8888.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:34:29 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/CubeTexFmt8888.cpp,v $
* $State: Exp $
* $Log: CubeTexFmt8888.cpp,v $
* Revision 1.6 2006/05/08 05:34:29 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:53:45 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/11 01:12:15 inhosens.lee
* updated with fimg_ra and fimg_tu codes
*
* Revision 1.3 2006/04/05 04:06:07 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.2 2006/03/30 04:27:43 cheolkyoo.kim
* Thomas-20060330@comment: Add to code using directive WIN32_VIP for VIP
*
* Revision 1.1 2006/03/10 08:29:07 cheolkyoo.kim
* Initial import of FIMG-3DSE_SW package
*
*
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
//-daedoo
#include "fimg_debug.h"
#if TARGET_PLATFORM == FPGA_BOARD
#include "fimg3d_test.h"
#endif
#include "library.h"
#include "CubeTex.vsa.h"
#include "CubeTex.psa.h"
#include "Sphere1_Data.h"
/****************************************************************************
* DEFINES
****************************************************************************/
int CubeTexFmt8888(void)
{
unsigned int i;
unsigned int nNumOfVertices;
unsigned int nNumofData;
unsigned int *pMatrix;
unsigned int ConstFloatAddr;
unsigned int uRegVal;
float reflexVal;
FGL_TexUnitParams tuParams;
float ModelViewProj[16] =
{
1.732051f, 0.0f, 0.0f, 0.0f,
0.0f, -1.732051, 0.0f, 0.0f,
0.0f, 0.0f, 1.002002f, 3.306807,
0.0f, 0.0f, 1.0f, 3.5f
};
float Identity[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
float eyePosition[4] = {0.0f, 0.0f, 5.0f, 1.0f};
float lightDirection[4] = {0.1f, 0.5f, 1.0f, 1.0f};
if (fglLoadVShader(CubeTex_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(CubeTex_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
pMatrix = (unsigned int *)&ModelViewProj[0];
ConstFloatAddr = FGVS_CFLOAT_SADDR;
for(i=0; i < 16; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&Identity[0];
for(i=0; i < 12; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&eyePosition[0];
for(i=0; i < 4; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
pMatrix = (unsigned int *)&lightDirection[0];
for(i=0; i < 4; i++)
{
WRITEREG(ConstFloatAddr, *pMatrix);
pMatrix++;
ConstFloatAddr += 4;
}
// reflexity
reflexVal = 0.75f;
//WRITEREGF(0x20044000, reflexVal);
WRITEREGF(FGPS_CFLOAT_SADDR, reflexVal);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER+m_FBOffsize), CLEAR_SCREEN_SIZE, 0x0);
fglSysPollingMask(FG_PIPELINE_STATUS, 0x0, FGL_PIPESTATE_ALL); // Pipeline status
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00040004); // Attribute counter of VS output & input
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
WRITEREG(FGVS_OUT_ATTRIB_IDX0, 0x03020100);
// Pixel Shader SFR set
WRITEREG(FGPS_EXE_MODE, 0x00000000); // Pixel shader execution mode control register
WRITEREG(FGPS_PC_COPY, 0x00000001); // Copy PSPCS_ADDR value to program counter
WRITEREG(FGPS_ATTRIB_NUM, 0x00000003); // Number of attribute of current context
fglSysPollingMask(FGPS_INBUF_STATUS, 0x0, 0x00000001); // Status signal of pixel shader input buffer
WRITEREG(FGPS_EXE_MODE, 0x00000001); // Pixel shader execution mode control register
// Per-fragment Unit SFR set
uRegVal = READREG(FGPF_DEPTH);
WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
WRITEREG(FGPF_DEPTH, 0x00000005); // Depth test LESS function & enable set
// Cube Texture main
{
// Primitive Engine SRF Set
// # of output of VS, excluding position: 3
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_TRIANGLES;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 3;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
// Raster SFR set
FGL_DPFAPI( fglSetLODControl(0x0) );
// WRITEREG(FGRA_LOD_CTRL, 0x00000000); // Level of detail attribute1 set
#ifdef _FIMG3DSE_VER_1_2
// Texture Unit SFR Setting
// Sampler0
tuParams.eType = FGL_TEX_2D;
tuParams.eColorkey = FGL_CKEY_DISABLE;
tuParams.bUseExpansion = FGL_FALSE;
tuParams.ePaletteFormat = FGL_PALETTE_ARGB8888;
tuParams.eFormat = FGL_TEXEL_ARGB8888;
tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
tuParams.bIsParamatric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_FALSE;
tuParams.bUseMinFilter = FGL_FALSE;
tuParams.bUseMinMap = FGL_FALSE;
tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
tuParams.uUSize = 256;
tuParams.uVSize = 256;
tuParams.uPSize = 1;
FGL_DPFAPI( fglSetTexUnitParams(0, &tuParams) );
FGL_DPFAPI( fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY) );
//Sampler1
tuParams.eType = FGL_TEX_CUBE;
tuParams.bUseMagFilter = FGL_TRUE;
tuParams.bUseMinFilter = FGL_TRUE;
tuParams.bUseMinMap = FGL_TRUE;
tuParams.eMipMapFilter = FGL_FILTER_NEAREST;
FGL_DPFAPI( fglSetTexUnitParams(1, &tuParams) );
FGL_DPFAPI( fglSetTexBaseAddr(1, FIMG_TEXTURE_MEMORY + 0x3FFFF) );
#else
//Sampler0
WRITEREG(FGTU_TEX0_CTRL, 0x08106088); // FIMG_TUSFR_TEX0_STATUS
WRITEREG(FGTU_TEX0_BASE_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_BASE_LEVEL
WRITEREG(FGTU_TEX0_MAX_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_MAX_LEVEL
WRITEREG(FGTU_TEX0_BASE_ADDR, FIMG_TEXTURE_MEMORY); // FIMG_TUSFR_TEX0_BASE_ADDRESS
//Sampler1
WRITEREG(FGTU_TEX1_CTRL, 0x10166088); // FIMG_TUSFR_TEX0_STATUS
WRITEREG(FGTU_TEX1_BASE_LEVEL, 0x00000000); // FIMG_TUSFR_TEX0_BASE_LEVEL
WRITEREG(FGTU_TEX1_MAX_LEVEL, 0x00000008); // FIMG_TUSFR_TEX0_MAX_LEVEL
WRITEREG(FGTU_TEX1_BASE_ADDR, (FIMG_TEXTURE_MEMORY + 0x3FFFF)); // FIMG_TUSFR_TEX0_BASE_ADDRESS
#endif
// Host Interface SFR Set
FGL_HInterface HInterface;
HInterface.enableAutoInc = FGL_TRUE;
HInterface.enableVtxBuffer = FGL_FALSE;
HInterface.enableVtxCache = FGL_FALSE;
HInterface.idxType = FGL_INDEX_DATA_UINT;
HInterface.numVSOut = 4;
fglSetHInterface(&HInterface);
FGL_Attribute HIAttr;
HIAttr.bEndFlag = FGL_FALSE;
HIAttr.type = FGL_ATTRIB_DATA_FLOAT;
HIAttr.numComp = 4;
HIAttr.srcW = FGL_ATTRIB_ORDER_4TH;
HIAttr.srcZ = FGL_ATTRIB_ORDER_3RD;
HIAttr.srcY = FGL_ATTRIB_ORDER_2ND;
HIAttr.srcX = FGL_ATTRIB_ORDER_1ST;
fglSetAttribute(0, &HIAttr);
fglSetAttribute(1, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(2, &HIAttr);
nNumOfVertices = nNumTrisSphere1 * 3;
nNumofData = nNumAttributesSphere1 * nNumOfVertices;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &nNumOfVertices);
fglSendToFIFO(4, &uiDummy);
fglSysTransferToPort(
(unsigned int *)Sphere1_Data,
(volatile unsigned int *)(FGHI_FIFO_ENTRY),
nNumofData
);
fglSysPollingMask(FG_PIPELINE_STATUS, 0x0, FGL_PIPESTATE_ALL); // Pipeline status
// Cache flush
//fglSysCacheFlush();
//fglSysCacheClear();
fglClearCache(FGL_CACHECTL_INIT_ALL);
fglSysDelay(50);
// drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER+m_FBOffsize), CLEAR_SCREEN_SIZE, 0x0);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);
}
WRITEREG(FGPF_DEPTH, uRegVal);
return NO_ERROR;
}
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