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📄 cubetexfmt8888.cpp

📁 s3c6410 官方测试代码
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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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