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📄 multitex.cpp

📁 SMDK6410 Test Code Revision 02. s3c6410 official test code, shifting all the controller functional
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		HInterface.enableVtxBuffer = FGL_FALSE;
		HInterface.enableVtxCache = FGL_FALSE;	
		HInterface.idxType = FGL_INDEX_DATA_UINT;
		HInterface.numVSOut = 3;
		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);
		fglSetAttribute(2, &HIAttr);
		HIAttr.bEndFlag = FGL_TRUE;
		fglSetAttribute(3, &HIAttr);

		//nNumOfVertices = nNumTrisSphere * 3;
		//nNumofData = nNumAttributesSphere * nNumOfVertices;
		nNumOfVertices = 1024 * 3;
		nNumofData = 16 * nNumOfVertices;		

		unsigned int uiDummy = 0xFFFFFFFF;
		fglSendToFIFO(4, &nNumOfVertices);
		fglSendToFIFO(4, &uiDummy);
		
		fglSysTransferToPort(
								/*(unsigned int *)Sphere_Data,*/
								(unsigned int *)FIMG_GEOMETRY_MEMORY,
								/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
								nNumofData
							 );

		fglFlush(FGL_PIPESTATE_ALL);	// Pipeline status

		// Cache flush
		// fglSysCacheFlush();
		fglClearCache(FGL_CACHECTL_INIT_ALL);

		fglSysDelay(50);

//		drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
		drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);

 	}

    fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
    return NO_ERROR;
}

#else



int MultiTex(void)

{
	//unsigned int i;
	unsigned int nNumOfVertices;
	unsigned int nNumofData;
	//unsigned int *pMatrix;
	//unsigned int ConstFloatAddr;
//	unsigned int uRegVal;
	FGL_TexUnitParams tuParams;

	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

		1.2f, 0.0f, 0.0f, 0.0f,
		0.0f, 1.2f, 0.0f, 0.0f,
		0.0f, 0.0f, 1.2f, 0.0f,
		0.0f, 0.0f, 0.0f, 1.2f

	};

	float eyePosition[4] = {0.0f, 0.0f, 3.0f, 1.0f};

	float lightDirection[4] = {0.1f, 0.5f, 1.0f, 1.0f};

    if (fglLoadVShader(MultiTex_vsa) != FGL_ERR_NO_ERROR) {
		return ERROR;
    }

    if (fglLoadPShader(MultiTex_psa) != FGL_ERR_NO_ERROR) {
		return ERROR;
    }
 
 	Matrix4 matMVP, matProj;
 	matProj.SetAsOrthoMatrix(-2.4, 2.4, -3.2, 3.2, 0.0, 100.0);
 	matMVP.Translate(0, 0, -5);
 	matMVP = matProj * matMVP;
	
    unsigned int Offset = fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
    Offset = fglWriteVertexShaderConstFloat(Offset, 12, Identity);
    Offset = fglWriteVertexShaderConstFloat(Offset,  4, eyePosition);
    Offset = fglWriteVertexShaderConstFloat(Offset,  4, lightDirection);
	

	drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0xFFFFFFFF);
	drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);


	fglFlush(FGL_PIPESTATE_ALL);	// Pipeline status


	fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x03020100);
	fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
	fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);
	 
	fglVSSetAttribNum(4);
	fglPSSetAttributeNum(2);

	// Depth/Stencil buffer base address
	fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
	fglSetDepthParams(FGL_COMP_LESS);
	fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);

	// Pawn Model test main
	{
		// Primitive Engine SRF Set
		FGL_Vertex Vtx;
		Vtx.prim = FGL_PRIM_TRIANGLES;
		Vtx.enablePointSize = FGL_FALSE;
		Vtx.numVSOut = 2;
		Vtx.shadeModel = FGL_SHADING_SMOOTH;
		Vtx.colorAttribIdx = 0;
		
		fglSetVertex(&Vtx); // Vertex context register

		// Raster SFR set
		//WRITEREG(FGRA_LOD_CTRL, 0x00000038); // Level of detail attribute1 set
		fglSetLODControl(0x0);
//		WRITEREG(FGRA_LOD_CTRL, 0x00000000); // Level of detail attribute1 set
#ifdef _FIMG3DSE_VER_1_2
    	// Texture Unit SFR Setting
    	tuParams.eType = FGL_TEX_2D;
    	tuParams.eColorkey = FGL_CKEY_DISABLE;
    	tuParams.bUseExpansion = FGL_FALSE;
    	tuParams.ePaletteFormat = FGL_PALETTE_ARGB8888;
    	tuParams.eFormat = FGL_TEXEL_RGB565;
    	tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
    	tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
    	tuParams.bIsNonparametric = FGL_FALSE;
    	tuParams.bUseMagFilter = FGL_FALSE;
    	tuParams.bUseMinFilter = FGL_FALSE;
     	tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
    	tuParams.uUSize = 512;
    	tuParams.uVSize = 256;
    	tuParams.uPSize = 1;
// Sampler0   
    	fglSetTexUnitParams(0, &tuParams);
    	fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY);
//Sampler1
		fglSetTexUnitParams(1, &tuParams);
		fglSetTexBaseAddr(1, FIMG_TEXTURE_MEMORY + 0x40000);
#else
		// Sampler0: Texture0 Unit SFR Setting
		tuParams.type = FGL_TEX_2D;	// 0x1
		tuParams.bOnHalfDecimation = 0x0;	// OFF
		tuParams.deciFactor = FGL_TEX_NO_DECIMATION;	//0x0
		tuParams.ckey = FGL_CKEY_DISABLE;	// 0x0
		tuParams.bTexExp = 0x1;	// 0 Expansion
		tuParams.bUseMapFilter = 0x0;	// don't use filter
		tuParams.mipFilter = FGL_FILTER_DISABLE; // 0x0
		tuParams.format = FGL_TEXEL_RGB565; // 0x1
		tuParams.uMode = FGL_TEX_WRAP_REPEAT; // 0x0
		tuParams.vMode = FGL_TEX_WRAP_REPEAT; // 0x0
		tuParams.uSize = FGL_TEX_SIZE_512P; // 512 pixels
		tuParams.vSize = FGL_TEX_SIZE_256P; // 256 pixels

		fglSetTexUnitParams(0, &tuParams) );
		fglSetTexMipmapLevel(0, FGL_MIPMAP_BASE_LEVEL, 0x0) );
		fglSetTexMipmapLevel(0, FGL_MIPMAP_MAX_LEVEL, 0x0) );
		fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY) );

		// Sampler1: Texture1 Unit SFR Setting
		fglSetTexUnitParams(1, &tuParams) );
		fglSetTexMipmapLevel(1, FGL_MIPMAP_BASE_LEVEL, 0x0) );
		fglSetTexMipmapLevel(1, FGL_MIPMAP_MAX_LEVEL, 0x0) );
		fglSetTexBaseAddr(1, FIMG_TEXTURE_MEMORY + 0x40000) );
#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 = 3;
		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);
		fglSetAttribute(2, &HIAttr);
		HIAttr.bEndFlag = FGL_TRUE;
		fglSetAttribute(3, &HIAttr);

		//nNumOfVertices = nNumTrisSphere * 3;
		//nNumofData = nNumAttributesSphere * nNumOfVertices;
		nNumOfVertices = 1024 * 3;
		nNumofData = 16 * nNumOfVertices;		

		unsigned int uiDummy = 0xFFFFFFFF;
		fglSendToFIFO(4, &nNumOfVertices);
		fglSendToFIFO(4, &uiDummy);
		
		fglSysTransferToPort(
								/*(unsigned int *)Sphere_Data,*/
								(unsigned int *)FIMG_GEOMETRY_MEMORY,
								/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
								nNumofData
							 );

		fglFlush(FGL_PIPESTATE_ALL);	// Pipeline status

		// Cache flush
		// fglSysCacheFlush();
		fglClearCache(FGL_CACHECTL_INIT_ALL);

		fglSysDelay(50);

//		drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0x0);
		drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0x0);

 	}

    fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
    return NO_ERROR;
}


#endif

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