📄 texuvmode.cpp
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/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* TexUVMode.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. 1. 18 by cheolkyoo.kim
*
* Description
*
* $RCSfile: TexUVMode.cpp,v $
* $Revision: 1.6 $
* $Author: cheolkyoo.kim $
* $Date: 2006/05/08 05:37:07 $
* $Locker: $
*
* $Source: C:/CVS/CVSrepository/FIMG-3DSE_SW/fimg3dse_fpga/fimg3d/src/TexUVMode.cpp,v $
* $State: Exp $
* $Log: TexUVMode.cpp,v $
* Revision 1.6 2006/05/08 05:37:07 cheolkyoo.kim
* no message
*
* Revision 1.5 2006/04/13 11:53:57 cheolkyoo.kim
* no message
*
* Revision 1.4 2006/04/10 05:34:49 inhosens.lee
* updated with fimg_ra and fimg_tu codes
*
* Revision 1.3 2006/04/05 04:06:11 cheolkyoo.kim
* Replaced ~_XCORD and ~_YCORD to ~_XCOORD and ~_YCOORD.
*
* Revision 1.2 2006/03/30 04:27:45 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
****************************************************************************/
#include "Fimg3DTest.h"
#include "tex_bypass_vsa.h"
#include "tex_bypass_psa.h"
int TexUVMode(void)
{
unsigned int uDataSize;
FGL_TexUnitParams tuParams;
float VERTICES[4][12] =
{
/* x y z w r g b a s t r q*/
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.334f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 4.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.334f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 4.0f, 0.0f, 1.0f,
-0.334f, 0.334f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 4.0f, 4.0f, 0.0f, 1.0f
};
if (fglLoadVShader(tex_bypass_vsa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
if (fglLoadPShader(tex_bypass_psa) != FGL_ERR_NO_ERROR) {
return ERROR;
}
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, 0x00030003); // Attribute counter of VS input & output
WRITEREG(FGVS_CONFIG, 0x00000001); // Configuration register
WRITEREG(FGVS_OUT_ATTRIB_IDX0, 0x02020100); // Output attribute index control
// Pixel Shader SFR set
WRITEREG(FGPS_EXE_MODE, 0x0); // Pixel shader execution mode control register
WRITEREG(FGPS_PC_COPY, 0x1); // Copy PSPCS_ADDR value to program counter
WRITEREG(FGPS_ATTRIB_NUM, 0x2); // Number of attribute of current context
fglSysPollingMask(FGPS_INBUF_STATUS, 0x0, 0x1); // Status signal of pixel shader input buffer
WRITEREG(FGPS_EXE_MODE, 0x1); // Pixel shader execution mode control register
*/
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX0, 0x02020100);
fglVSSetAttribNum(3);
fglPSSetAttributeNum(2);
// Texture format rendering test main
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_TRIANGLE_STRIP;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 2;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
// FGL_DPFAPI( fglSetLODControl(0x00000038) );
// FGL_DPFAPI( fglSetLODControl(0x00000007) );
// FGL_DPFAPI( fglSetLODControl(0x000001c0) );
// fglSetLODRegister(FGL_LODCOEFF_DISABLE,
// FGL_LODCOEFF_ENABLE_ALL,
// FGL_LODCOEFF_DISABLE,
// FGL_LODCOEFF_DISABLE,
// FGL_LODCOEFF_DISABLE,
// FGL_LODCOEFF_DISABLE,
// FGL_LODCOEFF_DISABLE,
// FGL_LODCOEFF_DISABLE);
// 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_ARGB1555;
tuParams.eUMode = FGL_TEX_WRAP_REPEAT;
tuParams.eVMode = FGL_TEX_WRAP_REPEAT;
tuParams.bIsNonparametric = FGL_FALSE;
tuParams.bUseMagFilter = FGL_TRUE;
tuParams.bUseMinFilter = FGL_TRUE;
tuParams.eMipMapFilter = FGL_FILTER_DISABLE;
tuParams.uUSize = 32;
tuParams.uVSize = 32;
tuParams.uPSize = 1;
fglSetTexUnitParams(0, &tuParams);
fglSetTexBaseAddr(0, FIMG_TEXTURE_MEMORY);
// 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);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(2, &HIAttr);
for(int k = 0; k < 3; k++) // loop for UMOD {REPEAT, FLIP, CLAMP TO EDGE}
{
for(int j = 0; j < 3; j++) // loop for VMOD
{
//fglSysModifyReg(FGTU_TEX0_CTRL, 0x00000F00, (k<<10)|(j<<8));
tuParams.eUMode = (FGL_TexWrapMode)k;
tuParams.eVMode = (FGL_TexWrapMode)j;
fglSetTexUnitParams(0, &tuParams);
unsigned int uiTmpVertices = 4;
unsigned int uiDummy = 0xFFFFFFFF;
fglSendToFIFO(4, &uiTmpVertices);
fglSendToFIFO(4, &uiDummy);
uDataSize = sizeof(VERTICES)/sizeof(VERTICES[0][0]);
fglSysTransferToPort(
(unsigned int *)VERTICES,
/*(volatile unsigned int *)(FGHI_FIFO_ENTRY),*/
uDataSize
);
fglFlush(FGL_PIPESTATE_ALL); // Pipeline status
for(int i = 0; i < 4; i++)
VERTICES[i][0] += 0.666f;
}
for(int i = 0; i < 4; i++)
{
VERTICES[i][0] -= 1.998f;
VERTICES[i][1] -= 0.666f;
}
}
//fglSysCacheFlush();
//fglSysCacheClear();
fglClearCache(FGL_CACHECTL_INIT_ALL);
fglSysDelay(50);
//drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER+m_FBOffsize), CLEAR_SCREEN_SIZE, 0x0);
//const char* pFileName_SFR_Dump = "TexUVMode.txt";
//fglDumpContext(pFileName_SFR_Dump);
fglSetLODControl(0x0);
//WRITEREG(FGTU_TEX0_CTRL, 0x0);
return NO_ERROR;
}
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