📄 depthwritemask.cpp
字号:
/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* DepthWriteMask.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.
*
* 2005. 12. 26 by cheolkyoo.kim
*
* Description
*
* $RCSfile: DepthWriteMask.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/DepthWriteMask.cpp,v $
* $State: Exp $
* $Log: DepthWriteMask.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 2006/04/08 03:50:06 inhosens.lee
* updated with fimg_ra code
*
* Revision 1.3 2006/04/05 04:06:08 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 2006/03/30 02:23:26 cheolkyoo.kim
* Thomas-20060330@comment: Initial commit
*
* Revision 1.1 2006/03/10 08:29:07 cheolkyoo.kim
* Initial import of FIMG-3DSE_SW package
*
*
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
#include "stdio.h"
#include "Fimg3DTest.h"
#include "library.h"
#include "mov_v2o.vsa.h"
#include "mov_v2o.psa.h"
/****************************************************************************
* DEFINES
****************************************************************************/
int DepthWriteMask(void)
{
unsigned int uDataSize;
#if 0
float box_obj0[] =
{
/* x y z w r g b a */
-0.1f, -0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f,
0.1f, -0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f,
-0.1f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f,
0.1f, 0.1f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f
};
float box_obj1[] =
{
/* x y z w r g b a */
0.0f, 0.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f,
0.2f, 0.0f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f,
0.0f, 0.2f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f,
0.2f, 0.2f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f
};
#endif
float VERTICES[2][6] =
{
{ 0.0f, 0.0f, 0.5f, 1.0f, 1.0f, 1.0f },
{ 0.0f, 0.0f, 0.75f, 0.0f, 0.0f, 0.0f }
};
if (fglLoadVShader(mov_v2o_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(mov_v2o_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
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
// Vertex Shader SFR set
//WRITEREG(FGVS_ATTRIB_NUM, 0x00020002); // Attribute counter of VS input & output
//WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
fglVSSetAttribNum(2);
// 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, 0x00000001); // 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
fglPSSetAttributeNum(1);
// Depth write mask test main
{
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_POINTS;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 1;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
//point size set
fglSetPointWidth(200.0f);
fglSetMinimumPointWidth(1.0f);
fglSetMaximumPointWidth(1024.0f);
// Depth/Stencil buffer base address
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
// Depth test function & enable set
if(fglSetDepthParams(FGL_COMP_LESS) != FGL_ERR_NO_ERROR) {
UART_Printf("\nDepth buffer test: The fglSetAlphaParams fial\n");
}
if(fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE) != FGL_ERR_NO_ERROR) {
UART_Printf("\nDepth buffer test: The fglEnablePerFragUnit fial\n");
}
fglSetZBufWriteMask(FGL_TRUE);
FGL_HInterface HInterface;
HInterface.enableAutoInc = FGL_TRUE;
HInterface.enableVtxBuffer = FGL_FALSE;
HInterface.enableVtxCache = FGL_FALSE;
HInterface.idxType = FGL_INDEX_DATA_UINT;
HInterface.numVSOut = 2;
fglSetHInterface(&HInterface);
FGL_Attribute HIAttr;
HIAttr.bEndFlag = FGL_FALSE;
HIAttr.type = FGL_ATTRIB_DATA_FLOAT;
HIAttr.numComp = 3;
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);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(1, &HIAttr);
unsigned int uiTmpVertices = 1;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &uiTmpVertices);
fglSendToFIFO(4, &uiDummy);
uDataSize = sizeof(VERTICES)/sizeof(float)/2;
float *vtx = VERTICES[0];
fglSysTransferToPort(
(unsigned int *)vtx,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
uDataSize
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
fglSetPointWidth(100.0f);
fglSetZBufWriteMask(FGL_FALSE);
fglSendToFIFO(4, &uiTmpVertices);
fglSendToFIFO(4, &uiDummy);
vtx = VERTICES[1];
fglSysTransferToPort(
(unsigned int *)vtx,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
uDataSize
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
}
#if 0
// Per-fragment SFR set
// For Depth Test set to SFR
fglSysModifyReg(FGPF_DEPTH, 0x0000000E, (5<<1)|0x1); // Depth test mode: greater
WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
WRITEREG(FGPF_DEPTH_MASK, 0x00000001); // Depth buffer write mask
// 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 = 2;
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);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(1, &HIAttr);
unsigned int uiTmpVertices = 4;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &uiTmpVertices);
fglSendToFIFO(4, &uiDummy);
uDataSize = sizeof(box_obj0)/sizeof(box_obj0[0]);
fglSysTransferToPort(
(unsigned int *)box_obj0,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
uDataSize
);
fglSysPollingMask(FG_PIPELINE_STATUS, 0x0, 0x00033717); // Pipeline status
// Per-fragment SFR set.
WRITEREG(FGPF_DEPTH_MASK, 0x00000000); // Depth buffer write mask
regval = ((5<<1)|0x1) & 0x0000000E;
WRITEREG(FGPF_LOGIC_OP, regval);
fglSendToFIFO(4, &uiTmpVertices);
fglSendToFIFO(4, &uiDummy);
uDataSize = sizeof(box_obj1)/sizeof(box_obj1[0]);
fglSysTransferToPort(
(unsigned int *)box_obj1,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
uDataSize
);
fglSysPollingMask(FG_PIPELINE_STATUS, 0x0, 0x00033717); // Pipeline status
WRITEREG(FGPF_DEPTH, 0x0); // Disable depth test
}
#endif
// Cache flush
//fglSysCacheFlush();
fglClearCache(FGL_CACHECTL_FLUSH_ZCACHE | FGL_CACHECTL_FLUSH_CCACHE);
//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);
if(fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE) != FGL_ERR_NO_ERROR) {
UART_Printf("\nDepth buffer test: The fglEnablePerFragUnit fial");
}
return NO_ERROR;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -