?? depthoffset.cpp
字號(hào):
/*******************************************************************************
*
* ViP model for FIMGSE
* version 1.0
*
* DepthOffset0.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. 21 by cheolkyoo.kim
*
* Description
*
* $RCSfile: DepthOffset0.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/DepthOffset0.cpp,v $
* $State: Exp $
* $Log: DepthOffset0.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 2006/04/07 00:44:47 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 2006/03/10 08:29:07 cheolkyoo.kim
* Initial import of FIMG-3DSE_SW package
*
*
******************************************************************************/
/****************************************************************************
* INCLUDES
****************************************************************************/
//#include "Debug.h"
#if TARGET_PLATFORM == FPGA_BOARD
#include "Fimg3DTest.h"
#endif
#include "mov_v4o.vsa.h"
#include "mov_v2o.psa.h"
//#include "Sphere.h"
/****************************************************************************
* DEFINES
****************************************************************************/
int DepthOffset(void)
{
if (fglLoadVShader(mov_v4o_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
Matrix4 matMVP, matProj;
matProj.SetAsOrthoMatrix(-2.4, 2.4, -3.2, 3.2, 0.0, 100.0);
matMVP.Translate(0, 0, -1);
matMVP = matProj * matMVP;
//unsigned int ConstFloatAddr = FGVS_CFLOAT_SADDR;
//ConstFloatAddr = matMVP.WriteMatrix4(ConstFloatAddr);
unsigned int Offset = fglWriteVertexShaderConstFloat(0, 16, matMVP.m[0]);
/*
// Vertex Shader SFR set
WRITEREG(FGVS_ATTRIB_NUM, 0x00020004); // 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, 0x0); // Pixel shader execution mode control register
WRITEREG(FGPS_PC_COPY, 0x1); // Copy PSPCS_ADDR value to program counter
WRITEREG(FGPS_ATTRIB_NUM, 0x1); // 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);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX1, 0x07060504);
fglSetVShaderAttribTable(FGL_OUTPUT_ATTRIB_IDX2, 0x0B0A0908);
fglVSSetAttribNum(4);
fglPSSetAttributeNum(1);
// Per-fragment Unit SFR set
//WRITEREG(FGPF_DEPTHBUF_ADDR, FIMG_DEPTH_BUFFER); // Depth/Stencil buffer base address
//unsigned int uRegVal = READREG(FGPF_DEPTH);
//WRITEREG(FGPF_DEPTH, 0x5); // Depth test LESS function & enable set
fglSetZBufBaseAddr(FIMG_DEPTH_BUFFER);
fglSetDepthParams(FGL_COMP_LESS);
//fglSetDepthParams(FGL_COMP_LEQUAL);
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_TRUE);
// Pawn Model test main
{
/*
for(int i=0; i < 4; i++)
{
WRITEREGF((ConstFloatAddr + (i * 4)), 1.0f);
}
*/
// cheolkyoo-20070528@modify
//float OneVector[4] = { 1.0f, 1.0f, 1.0f, 1.0f};
float OneVector[4] = { 1.0f, 0.0f, 0.0f, 1.0f};
fglWriteVertexShaderConstFloat(Offset, 4, OneVector);
// Raster engine SFR set
//glPolygonOffset(0.f, -4.f)
#if 0
fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_FACTOR, 0x40A00000);
fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x0);
#else
// cheolkyoo-20070528@modify
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_FACTOR, 0x3F800000);
fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_FACTOR, 0x0);
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x40000000); /* 2.0 */
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x3FC00000); /* 1.5 */
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x3FA00000); /* 1.25 */
fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x3F800000); /* 1.0 */
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x0);
// for CellMath
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_R, 0x34000001);
// for DesignWare
//fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_R, 0x33C00001);
fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_R, 0x34000001);
#endif
//FGL_DPFAPI( fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_FACTOR, 0x0) );
//FGL_DPFAPI( fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_UNITS, 0x461C4000) );
// FGL_DPFAPI( fglSetDepthOffsetParam(FGL_DEPTH_OFFSET_R, 0x33800002) );
fglEnableDepthOffset(FGL_TRUE);
// Primitive Engine SRF Set
FGL_Vertex Vtx;
Vtx.prim = FGL_PRIM_TRIANGLES;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 1;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
// Raster SFR Line Width set
//WRITEREGF(FGRA_LINE_WIDTH, 0.5f);
fglSetLineWidth(0.5f);
// 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);
fglSetAttribute(1, &HIAttr);
fglSetAttribute(2, &HIAttr);
HIAttr.bEndFlag = FGL_TRUE;
fglSetAttribute(3, &HIAttr);
//const int nNumTrisSphere = 1024;
//const int nNumAttributesSphere = 16;
//unsigned int nNumOfVertices = nNumTrisSphere * 3;
//unsigned int nNumofData = nNumAttributesSphere * nNumOfVertices;
unsigned int nNumOfVertices = 1024 * 3;
unsigned int 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
/*
for(int i=0; i < 4; i++)
{
WRITEREGF((ConstFloatAddr + (i * 4)), 0.0f);
}
*/
// cheolkyoo-20070528@modify
//float ZeroVector[4] = { 0.0f, 0.0f, 0.0f, 0.0f};
float ZeroVector[4] = { 0.0f, 0.0f, 1.0f, 1.0f};
fglWriteVertexShaderConstFloat(Offset, 4, ZeroVector);
fglEnableDepthOffset(FGL_FALSE);
// Line rendering: line strip
// cheolkyoo-20070528@modify
//Vtx.prim = FGL_PRIM_LINE_STRIP;
Vtx.prim = FGL_PRIM_TRIANGLES;
Vtx.enablePointSize = FGL_FALSE;
Vtx.numVSOut = 1;
Vtx.shadeModel = FGL_SHADING_SMOOTH;
Vtx.colorAttribIdx = 0;
fglSetVertex(&Vtx); // Vertex context register
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_FLUSH_ZCACHE | FGL_CACHECTL_FLUSH_CCACHE);
fglSysDelay(50);
drvsys_clear_buf((unsigned int*)FIMG_DEPTH_BUFFER, CLEAR_SCREEN_SIZE, 0);
//drvsys_clear_buf((unsigned int*)(FIMG_COLOR_BUFFER), CLEAR_SCREEN_SIZE, 0);
}
// Depth test Off
fglEnablePerFragUnit(FGL_PF_DEPTH, FGL_FALSE);
// Depth offset use disable
fglEnableDepthOffset(FGL_FALSE);
return NO_ERROR;
}
?? 快捷鍵說(shuō)明
復(fù)制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號(hào)
Ctrl + =
減小字號(hào)
Ctrl + -