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[/] [theia_gpu/] [branches/] [beta_2.0/] [regressions/] [single_core/] [test_default_code1.vp] - Diff between revs 218 and 229

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Rev 218 Rev 229
Line 11... Line 11...
#define Last_t                  r58
#define Last_t                  r58
#define PixelColor              r59
#define PixelColor              r59
#define PixelPosition           r60
#define PixelPosition           r60
#define InitialPosition         r61
#define InitialPosition         r61
#define Three                   r62
#define Three                   r62
#define CurrentOutputPixel      r64
//#define CurrentOutputPixel      r64
#define CurrentTextureColor     r65
//#define CurrentTextureColor     r65
#define V0                                              r68
#define V0                                              r68
#define V1                                              r69
#define V1                                              r69
#define V2                                              r60
#define V2                                              r60
#define TextureColor                    r61
//#define TextureColor                  r61
#define LastColumn                              r62
#define LastColumn                              r62
#define Pixel2DFinalPosition    r63
#define Pixel2DFinalPosition    r63
 
 
#macro C = DotProduct( A, B )
#macro C = DotProduct( A, B )
        R47 = A * B;
        R47 = A * B;
Line 54... Line 54...
V0 = (0xfffb0000, 0xfffa0000,0x00000000 );
V0 = (0xfffb0000, 0xfffa0000,0x00000000 );
 
 
V2 = (0x00050000, 0x00040000,0x00000000 );
V2 = (0x00050000, 0x00040000,0x00000000 );
 
 
 
 
 
        Pixel2DFinalPosition.x = 255;
 
        Pixel2DFinalPosition.y = 255;
 
        Pixel2DFinalPosition.z = 255;
 
 
//----------------------------------------------------------
//----------------------------------------------------------
function main()
function main()
 {
 {
        vector Hit,AllDone;
        vector Hit,AllDone;
 
        vector CurrentOutputPixel = (0,1,2);
 
        vector CurrentTextureColor = (0xa,0xb,0xc);
 
 
        //Make sure GenerateRay is only called once
        //Make sure GenerateRay is only called once
         if ( PrimitiveCount == MaxPrimitives )
         if ( PrimitiveCount == MaxPrimitives )
         {
         {
                 GenerateRay();
                 GenerateRay();
                 Hit = 0;
                 Hit = 0;
         }
         }
        Hit = CalculateBaricentricIntersection();
        Hit = CalculateBaricentricIntersection();
 
 
        PrimitiveCount--;
        PrimitiveCount--;
         if ( PrimitiveCount != 0 )
         if ( PrimitiveCount == 0 )      {      exit;  }
         {
 
                exit;
 
         }
 
 
 
         if (Hit != 0)
         if (Hit != 0)
         {
         {
                TextureCalculation();
                TextureCalculation();
                PrePixelShader();
                PrePixelShader();
         }
         }
 
 
        PixelShader();
        PixelShader( CurrentOutputPixel, CurrentTextureColor );
        GenerateNextPixel();
        GenerateNextPixel();
        return 1;
 
         exit;
         exit;
}
}
 
 
//----------------------------------------------------------
//----------------------------------------------------------
function GenerateRay()
function GenerateRay()
Line 119... Line 124...
 
 
        vector ExpectedResult = (0x000e8f71, 0xffffcccd, 0xffff999a);
        vector ExpectedResult = (0x000e8f71, 0xffffcccd, 0xffff999a);
        if ( t != ExpectedResult)
        if ( t != ExpectedResult)
        {
        {
                R66 = 0xdead;
                R66 = 0xdead;
 
                exit ;
        } else {
        } else {
                R66 = 0xaced;
                R66 = 0xaced;
        }
        }
 
 
         if (t.yyy >= 0)
         if (t.yyy >= 0)
Line 136... Line 142...
        }
        }
 
 
        return 1;
        return 1;
}
}
//---------------------------------------------------------------------
//---------------------------------------------------------------------
function PixelShader()
function PixelShader( CurrentOutputPixel, CurrentTextureColor )
{
{
        //This does nothing because IO is not yet implemented
        //CurrentOutputPixel = CurrentTextureColor;  // What the hell?????
        //I = { `OMWRITE ,`OREG_PIXEL_COLOR ,`CREG_CURRENT_OUTPUT_PIXEL ,`CREG_TEXTURE_COLOR };
        out[ CurrentOutputPixel ] = CurrentTextureColor.xyz;
        return ;
        return ;
}
}
//---------------------------------------------------------------------
//---------------------------------------------------------------------
function GenerateNextPixel()
function GenerateNextPixel( CurrentOutputPixel, CurrentTextureColor )
{
{
         PrimitiveCount = MaxPrimitives;
         PrimitiveCount = MaxPrimitives;
         TextureColor = 0;
         CurrentTextureColor = 0;
         CurrentOutputPixel += 3;
         CurrentOutputPixel += 3;
 
 
 
 
         if (Pixel2DPosition.xxx >= LastColumn.xxx )
         if (Pixel2DPosition.xxx >= LastColumn.xxx )
         {
         {

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