URL
https://opencores.org/ocsvn/rtf_sprite_controller/rtf_sprite_controller/trunk
Subversion Repositories rtf_sprite_controller
[/] [rtf_sprite_controller/] [trunk/] [rtl/] [verilog/] [rtfSpriteController.v] - Rev 2
Go to most recent revision | Compare with Previous | Blame | View Log
`timescale 1ns / 1ps // ============================================================================ // __ // \\__/ o\ (C) 2005-2013 Robert Finch, Stratford // \ __ / All rights reserved. // \/_// robfinch<remove>@opencores.org // || // // rtfSpriteController.v // sprite / hardware cursor controller // // This source file is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This source file is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. // // // Sprite Controller // // FEATURES // - parameterized number of sprites 1,2,4,6,8 or 14 // - sprite image cache buffers // - each image cache is capable of holding multiple // sprite images // - cache may be accessed like a memory by the processor // - an embedded DMA controller may also be used for // sprite reload // - programmable image offset within cache // - programmable sprite width,height, and pixel size // - sprite width and height may vary from 1 to 64 as long // as the product doesn't exceed 2048. // - pixels may be programmed to be 1,2,3 or 4 video clocks // both height and width are programmable // - programmable sprite position // - 8 or 16 bits for color // eg 32k color + 1 bit alpha blending indicator (1,5,5,5) // - fixed display and DMA priority // sprite 0 highest, sprite 13 lowest // // This core requires an external timing generator to // provide horizontal and vertical sync signals, but // otherwise can be used as a display controller on it's // own. However, normally this core would be embedded // within another core such as a VGA controller. Sprite // positions are referenced to the rising edge of the // vertical and horizontal sync pulses. // The core includes an embedded dual port RAM to hold the // sprite images. The image RAM is updated using a built in DMA // controller. The DMA controller uses 32 bit accesses to fill // the sprite buffers. The circuit features an automatic bus // transaction timeout; if the system bus hasn't responded // within 20 clock cycles, the DMA controller moves onto the // next address. // The controller uses a ram underlay to cache the values // of the registers. This is a lot cheaper resource wise than // using a 32 to 1 multiplexor (well at least for an FPGA). // // All registers are 32 bits wide // // These registers repeat in incrementing block of four registers // and pertain to each sprite // 00: - position register // HPOS [11: 0] horizontal position (hctr value) // VPOS [27:16] vertical position (vctr value) // // 04: SZ - size and offset register // bits // [ 5: 0] width of sprite in pixels - 1 // [ 7: 6] size of horizontal pixels - 1 in clock cycles // [13: 8] height of sprite in pixels -1 // [15:14] size of vertical pixels in scan-lines - 1 // * the product of width * height cannot exceed 2048 ! // if it does, the display will begin repeating // // OFFS [26:16] image offset bits [10:0] // offset of the sprite image within the sprite image cache // typically zero // // 08: ADR 21 bits sprite image address bits [31:11] // This registers contain the low order address bits of the // location of the sprite image in system memory. // The DMA controller will assign the low order 11 bits // during DMA. // // 0C: TC [7:0] transparent color // This register identifies which color of the sprite // is transparent // // // 0C-DC: registers reserved for up to thirteen other sprites // // Global status and control // E8: BTC [23:0] background transparent color // EC: BC [23:0] background color // F0: EN [13:0] sprite enable register // IE [29:16] sprite interrupt enable / status // F4: SCOL [13:0] sprite-sprite collision register // BCOL [29:16] sprite-background collision register // F8: DT [13:0] sprite DMA trigger // FC: ADDR [31:0] sprite DMA address bits [63:32] // // // 1635 LUTs/ 1112 slices/ 82MHz - Spartan3e-4 (8 sprites) // 3 8x8 multipliers (for alpha blending) // 14 block rams //=============================================================== */ `define VENDOR_XILINX // block ram vendor (only one defined for now) module rtfSpriteController( // Bus Slave interface //------------------------------ // Slave signals input rst_i, // reset input clk_i, // clock input s_cyc_i, // cycle valid input s_stb_i, // data transfer output s_ack_o, // transfer acknowledge input s_we_i, // write input [ 3:0] s_sel_i, // byte select input [23:0] s_adr_i, // address input [31:0] s_dat_i, // data input output reg [31:0] s_dat_o, // data output output vol_o, // volatile register //------------------------------ // Bus Master Signals output reg [1:0] m_bte_o, // burst type output reg [2:0] m_cti_o, // cycle type output reg [5:0] m_bl_o, // burst length output reg m_cyc_o, // cycle is valid output reg m_stb_o, // strobe output input m_ack_i, // input data is ready output reg m_we_o, // write (always inactive) output reg [ 3:0] m_sel_o, // byte select output reg [63:0] m_adr_o, // DMA address input [31:0] m_dat_i, // data input output reg [31:0] m_dat_o, // data output (always zero) //-------------------------- input vclk, // video dot clock input hSync, // horizontal sync pulse input vSync, // vertical sync pulse input blank, // blanking signal input [24:0] rgbIn, // input pixel stream output reg [23:0] rgbOut, // output pixel stream output irq // interrupt request ); reg m_soc_o; //-------------------------------------------------------------------- // Core Parameters //-------------------------------------------------------------------- parameter pnSpr = 8; // number of sprites parameter phBits = 11; // number of bits in horizontal timing counter parameter pvBits = 11; // number of bits in vertical timing counter parameter pColorBits = 16; // number of bits used for color data localparam pnSprm = pnSpr-1; //-------------------------------------------------------------------- // Variable Declarations //-------------------------------------------------------------------- wire [3:0] sprN = s_adr_i[7:4]; reg [phBits-1:0] hctr; // horizontal reference counter (counts dots since hSync) reg [pvBits-1:0] vctr; // vertical reference counter (counts scanlines since vSync) reg sprSprIRQ; reg sprBkIRQ; reg [15:0] out; // sprite output reg outact; // sprite output is active wire bkCollision; // sprite-background collision reg [23:0] bgTc; // background transparent color reg [23:0] bkColor; // background color reg [pnSprm:0] sprWe; // block ram write enable for image cache update reg [pnSprm:0] sprRe; // block ram read enable for image cache update // Global control registers reg [15:0] sprEn; // enable sprite reg [pnSprm:0] sprCollision; // sprite-sprite collision reg sprSprIe; // sprite-sprite interrupt enable reg sprBkIe; // sprite-background interrupt enable reg sprSprIRQPending; // sprite-sprite collision interrupt pending reg sprBkIRQPending; // sprite-background collision interrupt pending reg sprSprIRQPending1; // sprite-sprite collision interrupt pending reg sprBkIRQPending1; // sprite-background collision interrupt pending reg sprSprIRQ1; // vclk domain regs reg sprBkIRQ1; // Sprite control registers reg [15:0] sprSprCollision; reg [pnSprm:0] sprSprCollision1; reg [15:0] sprBkCollision; reg [pnSprm:0] sprBkCollision1; reg [pColorBits-1:0] sprTc [pnSprm:0]; // sprite transparent color code // How big the pixels are: // 1,2,3,or 4 video clocks reg [1:0] hSprRes [pnSprm:0]; // sprite horizontal resolution reg [1:0] vSprRes [pnSprm:0]; // sprite vertical resolution reg [5:0] sprWidth [pnSprm:0]; // number of pixels in X direction reg [5:0] sprHeight [pnSprm:0]; // number of vertical pixels // display and timing signals reg [13:0] hSprReset; // horizontal reset reg [13:0] vSprReset; // vertical reset reg [13:0] hSprDe; // sprite horizontal display enable reg [13:0] vSprDe; // sprite vertical display enable reg [13:0] sprDe; // display enable reg [phBits-1:0] hSprPos [pnSprm:0]; // sprite horizontal position reg [pvBits-1:0] vSprPos [pnSprm:0]; // sprite vertical position reg [5:0] hSprCnt [pnSprm:0]; // sprite horizontal display counter reg [5:0] vSprCnt [pnSprm:0]; // vertical display counter reg [10:0] sprImageOffs [pnSprm:0]; // offset within sprite memory reg [10:0] sprAddr [pnSprm:0]; // index into sprite memory reg [10:0] sprAddrB [pnSprm:0]; // backup address cache for rescan wire [pColorBits-1:0] sprOut [pnSprm:0]; // sprite image data output // DMA access reg [63:32] sprSysAddrHx; // high order 32 bits of sprite memory address reg [26:11] sprSysAddrL [pnSprm:0]; // system memory address of sprite image (low bits) reg [31:27] sprSysAddrH [pnSprm:0]; // system memory address of sprite image (high bits) reg [3:0] dmaOwner; // which sprite has the DMA channel reg [15:0] sprDt; // DMA trigger register reg dmaActive; // this flag indicates that a block DMA transfer is active integer n; //-------------------------------------------------------------------- // DMA control / bus interfacing //-------------------------------------------------------------------- wire cs_ram = s_cyc_i && s_stb_i && (s_adr_i[23:16]==8'hD8); wire cs_regs = s_cyc_i && s_stb_i && (s_adr_i[23:8]==16'hDA_D0); reg sprRdy; always @(posedge clk_i) sprRdy = (cs_ram|cs_regs); //assign s_ack_o = cs_regs ? 1'b1 : cs_ram ? (s_we_i ? 1 : sprRamRdy) : 0; assign s_ack_o = (cs_regs|cs_ram) ? (s_we_i ? 1'b1 : sprRdy) : 1'b0; assign vol_o = cs_regs & s_adr_i[8:2]>7'd111; assign irq = sprSprIRQ|sprBkIRQ; //-------------------------------------------------------------------- // DMA control / bus interfacing //-------------------------------------------------------------------- reg dmaStart; wire btout; wire sbi_rdy1 = m_ack_i|btout; busTimeoutCtr #(20) br0( .rst(rst_i), .crst(1'b0), .clk(clk_i), .ce(1'b1), .req(m_soc_o), .rdy(m_ack_i), .timeout(btout) ); reg [4:0] cob; // count of burst cycles always @(posedge clk_i) if (rst_i) begin dmaStart <= 1'b0; dmaActive <= 1'b0; dmaOwner <= 4'd0; m_bte_o <= 2'b00; m_cti_o <= 3'b000; m_bl_o <= 6'd63; m_soc_o <= 1'b0; m_cyc_o <= 1'b0; m_stb_o <= 1'b0; m_we_o <= 1'b0; m_sel_o <= 4'h0; m_adr_o <= 44'd0; m_dat_o <= 32'd0; cob <= 5'd0; end else begin dmaStart <= 1'b0; m_soc_o <= 1'b0; if (!dmaActive) begin cob <= 5'd0; dmaStart <= |sprDt; dmaActive <= |sprDt; dmaOwner <= 0; for (n = pnSprm; n >= 0; n = n - 1) if (sprDt[n]) dmaOwner <= n; end else begin if (!m_cyc_o) begin m_bte_o <= 2'b00; m_cti_o <= 3'b010; m_cyc_o <= 1'b1; m_stb_o <= 1'b1; m_sel_o <= 4'b1111; m_bl_o <= 6'd63; m_adr_o <= {sprSysAddrHx,sprSysAddrH[dmaOwner],sprSysAddrL[dmaOwner],cob[2:0],8'h00}; m_soc_o <= 1'b1; cob <= cob + 5'd1; end else if (m_ack_i|btout) begin m_soc_o <= 1'b1; m_adr_o[7:0] <= m_adr_o[7:0] + 8'd4; // Flag last cycle of burst if (m_adr_o[7:0]==8'hF8) m_cti_o <= 3'b111; if (m_adr_o[7:0]==8'hFC) begin m_soc_o <= 1'b0; m_cyc_o <= 1'b0; m_stb_o <= 1'b0; m_sel_o <= 4'b0000; m_cti_o <= 3'b000; m_adr_o <= 44'd0; if (cob==5'd8) dmaActive <= 1'b0; end end end end // generate a write enable strobe for the sprite image memory always @(dmaOwner, dmaActive, s_adr_i, cs_ram, s_we_i, m_ack_i) for (n = 0; n < pnSpr; n = n + 1) sprWe[n] = (dmaOwner==n && dmaActive && m_ack_i)||(cs_ram && s_we_i && s_adr_i[14:11]==n); always @(cs_ram, s_adr_i) for (n = 0; n < pnSpr; n = n + 1) sprRe[n] = cs_ram && s_adr_i[14:11]==n; wire [31:0] sr_dout [pnSprm:0]; reg [31:0] sr_dout_all; generate begin : gSrDout always @(pnSpr) if (pnSpr==1) sr_dout_all <= sr_dout[0]; else if (pnSpr==2) sr_dout_all <= sr_dout[0]|sr_dout[1]; else if (pnSpr==4) sr_dout_all <= sr_dout[0]|sr_dout[1]|sr_dout[2]|sr_dout[3]; else if (pnSpr==6) sr_dout_all <= sr_dout[0]|sr_dout[1]|sr_dout[2]|sr_dout[3]|sr_dout[4]|sr_dout[5]; else if (pnSpr==8) sr_dout_all <= sr_dout[0]|sr_dout[1]|sr_dout[2]|sr_dout[3]|sr_dout[4]|sr_dout[5]|sr_dout[6]|sr_dout[7];//| else if (pnSpr==14) sr_dout_all <= sr_dout[0]|sr_dout[1]|sr_dout[2]|sr_dout[3]|sr_dout[4]|sr_dout[5]|sr_dout[6]|sr_dout[7]| sr_dout[8]|sr_dout[9]|sr_dout[10]|sr_dout[11]|sr_dout[12]|sr_dout[13]; end endgenerate // register/sprite memory output mux always @(posedge clk_i) if (cs_ram) s_dat_o <= sr_dout_all; else if (cs_regs) case (s_adr_i[7:1]) // synopsys full_case parallel_case 7'd120: s_dat_o <= {2{sprEn}}; 7'd121: s_dat_o <= {2{sprBkIRQPending|sprSprIRQPending,5'b0,sprBkIRQPending,sprSprIRQPending,6'b0,sprBkIe,sprSprIe}}; 7'd122: s_dat_o <= {2{sprSprCollision}}; 7'd123: s_dat_o <= {2{sprBkCollision}}; 7'd124: s_dat_o <= {2{sprDt}}; default: s_dat_o <= 0; endcase else s_dat_o <= 32'd0; // vclk -> clk_i always @(posedge clk_i) begin sprSprIRQ <= sprSprIRQ1; sprBkIRQ <= sprBkIRQ1; sprSprIRQPending <= sprSprIRQPending1; sprBkIRQPending <= sprBkIRQPending1; sprSprCollision <= sprSprCollision1; sprBkCollision <= sprBkCollision1; end // register updates // on the clk_i domain always @(posedge clk_i) if (rst_i) begin sprEn <= {pnSpr{1'b1}}; sprDt <= 0; for (n = 0; n < pnSpr; n = n + 1) begin sprSysAddrL[n] <= 5'b0100_0 + n; //xxxx_4000 sprSysAddrH[n] <= 16'h0000; //0000_xxxx end sprSprIe <= 0; sprBkIe <= 0; // Set reasonable starting positions on the screen // so that the sprites might be visible for testing for (n = 0; n < pnSpr; n = n + 1) begin hSprPos[n] <= 440 + n * 50; vSprPos[n] <= 200; sprTc[n] <= 16'h6739; sprWidth[n] <= 47; // 48x42 sprites sprHeight[n] <= 41; hSprRes[n] <= 0; // our standard display vSprRes[n] <= 0; sprImageOffs[n] <= 0; end hSprPos[0] <= 290; vSprPos[0] <= 72; bgTc <= 24'h00_00_00; bkColor <= 24'hFF_FF_60; end else begin // clear DMA trigger bit once DMA is recognized if (dmaStart) sprDt[dmaOwner] <= 1'b0; if (cs_regs & s_we_i) begin casex (s_adr_i[8:1]) 8'd116,8'd117: begin if (s_sel_i[0]) bgTc[7:0] <= s_dat_i[7:0]; if (s_sel_i[1]) bgTc[15:8] <= s_dat_i[15:8]; if (s_sel_i[2]) bgTc[23:16] <= s_dat_i[23:16]; end 8'd118,8'd119: begin if (s_sel_i[0]) bkColor[7:0] <= s_dat_i[7:0]; if (s_sel_i[1]) bkColor[15:8] <= s_dat_i[15:8]; if (s_sel_i[2]) bkColor[23:16] <= s_dat_i[23:16]; end 8'd120,8'd121: begin if (s_sel_i[0]) sprEn[7:0] <= s_dat_i[7:0]; if (s_sel_i[1]) sprEn[13:8] <= s_dat_i[13:8]; if (s_sel_i[2]) begin sprSprIe <= s_dat_i[16]; sprBkIe <= s_dat_i[17]; end end // update DMA trigger // s_dat_i[7:0] indicates which triggers to set (1=set,0=ignore) // s_dat_i[7:0] indicates which triggers to clear (1=clear,0=ignore) 8'd124,8'd125: begin if (s_sel_i[0]) sprDt[7:0] <= sprDt[7:0] | s_dat_i[7:0]; if (s_sel_i[1]) sprDt[13:8] <= sprDt[13:8] | s_dat_i[13:8]; if (s_sel_i[2]) sprDt[7:0] <= sprDt[7:0] & ~s_dat_i[23:16]; if (s_sel_i[3]) sprDt[13:8] <= sprDt[13:8] & ~s_dat_i[29:24]; end 8'd126,8'd127: begin if (sel_i[0]) sprSysAddrHx[39:32] <= s_dat_i[ 7: 0]; if (sel_i[1]) sprSysAddrHx[47:40] <= s_dat_i[15: 8]; if (sel_i[2]) sprSysAddrHx[55:48] <= s_dat_i[23:16]; if (sel_i[3]) sprSysAddrHx[63:56] <= s_dat_i[31:24]; end 8'b0xxxx00x: begin if (s_sel_i[0]) hSprPos[sprN][ 7:0] <= s_dat_i[ 7: 0]; if (s_sel_i[1]) hSprPos[sprN][10:8] <= s_dat_i[10: 8]; if (s_sel_i[2]) vSprPos[sprN][ 7:0] <= s_dat_i[23:16]; if (s_sel_i[3]) vSprPos[sprN][10:8] <= s_dat_i[26:24]; end 8'b0xxxx01x: begin if (s_sel_i[0]) begin sprWidth[sprN] <= s_dat_i[5:0]; hSprRes[sprN] <= s_dat_i[7:6]; end if (s_sel_i[1]) begin sprHeight[sprN] <= s_dat_i[13:8]; vSprRes[sprN] <= s_dat_i[15:14]; end if (s_sel_i[2]) sprImageOffs[sprN][ 7:0] <= s_dat_i[23:16]; if (s_sel_i[3]) sprImageOffs[sprN][10:8] <= s_dat_i[26:24]; end 8'b0xxxx10x: begin // DMA address set on clk_i domain if (s_sel_i[0]) sprSysAddrL[sprN][18:11] <= s_dat_i[ 7: 0]; if (s_sel_i[1]) sprSysAddrL[sprN][26:19] <= s_dat_i[15: 8]; if (s_sel_i[2]) sprSysAddrH[sprN][34:27] <= s_dat_i[23:16]; if (s_sel_i[3]) sprSysAddrH[sprN][42:35] <= s_dat_i[31:24]; end 8'b0xxxx11x: begin if (s_sel_i[0]) sprTc[sprN][ 7:0] <= s_dat_i[ 7:0]; if (pColorBits>8) if (s_sel_i[1]) sprTc[sprN][15:8] <= s_dat_i[15:8]; end default: ; endcase end end //------------------------------------------------------------- // Sprite Image Cache RAM // This RAM is dual ported with an SoC side and a display // controller side. //------------------------------------------------------------- wire [10:2] sr_adr = m_cyc_o ? m_adr_o[10:2] : s_adr_i[10:2]; wire [31:0] sr_din = m_cyc_o ? m_dat_i[31:0] : s_dat_i[31:0]; wire sr_ce = m_cyc_o ? sbi_rdy1 : cs_ram; // Note: the sprite output can't be zeroed out using the rst input!!! // We need to know what the output is to determine if it's the // transparent color. genvar g; generate for (g = 0; g < pnSpr; g = g + 1) begin : genSpriteRam if (pColorBits==8) rtfSpriteRam8 sprRam0 ( .clka(vclk), .adra(sprAddr[g]), .doa(sprOut[g]), .cea(1'b1), .clkb(~clk_i), .adrb(sr_adr), .dib(sr_din), .dob(sr_dout[g]), .ceb(sr_ce), .web(sprWe[g]), .rstb(!sprRe[g]) ); else if (pColorBits==16) rtfSpriteRam16 sprRam0 ( .clka(vclk), .adra(sprAddr[g]), .doa(sprOut[g]), .cea(1'b1), .clkb(~clk_i), .adrb(sr_adr), .dib(sr_din), .dob(sr_dout[g]), .ceb(sr_ce), .web(sprWe[g]), .rstb(!sprRe[g]) ); end endgenerate //------------------------------------------------------------- // Timing counters and addressing // Sprites are like miniature bitmapped displays, they need // all the same timing controls. //------------------------------------------------------------- // Create a timing reference using horizontal and vertical // sync wire hSyncEdge, vSyncEdge; edge_det ed0(.rst(rst_i), .clk(vclk), .ce(1'b1), .i(hSync), .pe(hSyncEdge), .ne(), .ee() ); edge_det ed1(.rst(rst_i), .clk(vclk), .ce(1'b1), .i(vSync), .pe(vSyncEdge), .ne(), .ee() ); always @(posedge vclk) if (rst_i) hctr <= 0; else if (hSyncEdge) hctr <= 0; else hctr <= hctr + 1; always @(posedge vclk) if (rst_i) vctr <= 0; else if (vSyncEdge) vctr <= 0; else if (hSyncEdge) vctr <= vctr + 1; // track sprite horizontal reset always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) hSprReset[n] <= hctr==hSprPos[n]; // track sprite vertical reset always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) vSprReset[n] <= vctr==vSprPos[n]; always @(hSprDe, vSprDe) for (n = 0; n < 14; n = n + 1) sprDe[n] <= hSprDe[n] & vSprDe[n]; // take care of sprite size scaling // video clock division reg [13:0] hSprNextPixel; reg [13:0] vSprNextPixel; reg [1:0] hSprPt [13:0]; // horizontal pixel toggle reg [1:0] vSprPt [13:0]; // vertical pixel toggle always @(n) for (n = 0; n < pnSpr; n = n + 1) hSprNextPixel[n] = hSprPt[n]==hSprRes[n]; always @(n) for (n = 0; n < pnSpr; n = n + 1) vSprNextPixel[n] = vSprPt[n]==vSprRes[n]; // horizontal pixel toggle counter always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) if (hSprReset[n]) hSprPt[n] <= 0; else if (hSprNextPixel[n]) hSprPt[n] <= 0; else hSprPt[n] <= hSprPt[n] + 1; // vertical pixel toggle counter always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) if (hSprReset[n]) begin if (vSprReset[n]) vSprPt[n] <= 0; else if (vSprNextPixel[n]) vSprPt[n] <= 0; else vSprPt[n] <= vSprPt[n] + 1; end // clock sprite image address counters always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) begin // hReset and vReset - top left of sprite, // reset address to image offset if (hSprReset[n] & vSprReset[n]) begin sprAddr[n] <= sprImageOffs[n]; sprAddrB[n] <= sprImageOffs[n]; end // hReset: // If the next vertical pixel // set backup address to current address // else // set current address to backup address // in order to rescan the line else if (hSprReset[n]) begin if (vSprNextPixel[n]) sprAddrB[n] <= sprAddr[n]; else sprAddr[n] <= sprAddrB[n]; end // Not hReset or vReset - somewhere on the sprite scan line // just advance the address when the next pixel should be // fetched else if (sprDe[n] & hSprNextPixel[n]) sprAddr[n] <= sprAddr[n] + 1; end // clock sprite column (X) counter always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) if (hSprReset[n]) hSprCnt[n] <= 0; else if (hSprNextPixel[n]) hSprCnt[n] <= hSprCnt[n] + 1; // clock sprite horizontal display enable always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) begin if (hSprReset[n]) hSprDe[n] <= 1; else if (hSprNextPixel[n]) begin if (hSprCnt[n] == sprWidth[n]) hSprDe[n] <= 0; end end // clock the sprite row (Y) counter always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) if (hSprReset[n]) begin if (vSprReset[n]) vSprCnt[n] <= 0; else if (vSprNextPixel[n]) vSprCnt[n] <= vSprCnt[n] + 1; end // clock sprite vertical display enable always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) begin if (hSprReset[n]) begin if (vSprReset[n]) vSprDe[n] <= 1; else if (vSprNextPixel[n]) begin if (vSprCnt[n] == sprHeight[n]) vSprDe[n] <= 0; end end end //------------------------------------------------------------- // Output stage //------------------------------------------------------------- // function used for color blending // given an alpha and a color component, determine the resulting color // this blends towards black or white // alpha is eight bits ranging between 0 and 1.999... // 1 bit whole, 7 bits fraction function [7:0] fnBlend; input [7:0] alpha; input [7:0] colorbits; begin fnBlend = (({8'b0,colorbits} * alpha) >> 7); end endfunction // pipeline delays for display enable reg [14:0] sprDe1; reg [14:0] sproact; always @(posedge vclk) for (n = 0; n < pnSpr; n = n + 1) begin sprDe1[n] <= sprDe[n]; end // Detect which sprite outputs are active // The sprite output is active if the current display pixel // address is within the sprite's area, the sprite is enabled, // and it's not a transparent pixel that's being displayed. always @(n, sprEn, sprDe1) for (n = 0; n < pnSpr; n = n + 1) sproact[n] <= sprEn[n] && sprDe1[n] && sprTc[n]!=sprOut[n]; // register sprite activity flag // The image combiner uses this flag to know what to do with // the sprite output. always @(posedge vclk) outact = |sproact; // Display data comes from the active sprite with the // highest display priority. // Make sure that alpha blending is turned off when // no sprite is active. always @(posedge vclk) begin out = 16'h0080; // alpha blend max (and off) for (n = pnSprm; n >= 0; n = n - 1) if (sproact[n]) out = sprOut[n]; end // combine the text / graphics color output with sprite color output // blend color output wire [23:0] blendedColor = { fnBlend(out[7:0],rgbIn[23:16]), // R fnBlend(out[7:0],rgbIn[15: 8]), // G fnBlend(out[7:0],rgbIn[ 7: 0])}; // B // display color priority bit [24] 1=display is over sprite always @(posedge vclk) if (blank) rgbOut <= 0; else begin if (rgbIn[24] && rgbIn[23:0] != bgTc) // color is in front of sprite rgbOut <= rgbIn[23:0]; else if (outact) begin if (!out[15]) begin // a sprite is displayed without alpha blending if (pColorBits==8) rgbOut <= {out[7:5],5'b0,out[4:2],5'b0,out[1:0],6'b0}; else rgbOut <= {out[14:10],3'b0,out[9:5],3'b0,out[4:0],3'b0}; end else rgbOut <= blendedColor; end else rgbOut <= rgbIn[23:0]; end //-------------------------------------------------------------------- // Collision logic //-------------------------------------------------------------------- // Detect when a sprite-sprite collision has occurred. The criteria // for this is that a pixel from the sprite is being displayed, while // there is a pixel from another sprite that could be displayed at the // same time. //-------------------------------------------------------------------- // Note this case has to be modified for the number of sprites //-------------------------------------------------------------------- generate begin : gSprsColliding always @(pnSpr or sproact) if (pnSpr==1) sprCollision = 0; else if (pnSpr==2) case (sproact) 2'b00, 2'b01, 2'b10: sprCollision = 0; 2'b11: sprCollision = 1; endcase else if (pnSpr==4) case (sproact) 4'b0000, 4'b0001, 4'b0010, 4'b0100, 4'b1000: sprCollision = 0; default: sprCollision = 1; endcase else if (pnSpr==6) case (sproact) 6'b000000, 6'b000001, 6'b000010, 6'b000100, 6'b001000, 6'b010000, 8'b100000: sprCollision = 0; default: sprCollision = 1; endcase else if (pnSpr==8) case (sproact) 8'b00000000, 8'b00000001, 8'b00000010, 8'b00000100, 8'b00001000, 8'b00010000, 8'b00100000, 8'b01000000, 8'b10000000: sprCollision = 0; default: sprCollision = 1; endcase else if (pnSpr==14) case (sproact) 14'b00000000000000, 14'b00000000000001, 14'b00000000000010, 14'b00000000000100, 14'b00000000001000, 14'b00000000010000, 14'b00000000100000, 14'b00000001000000, 14'b00000010000000, 14'b00000100000000, 14'b00001000000000, 14'b00010000000000, 14'b00100000000000, 14'b01000000000000, 14'b10000000000000: sprCollision = 0; default: sprCollision = 1; endcase end endgenerate // Detect when a sprite-background collision has occurred assign bkCollision = (rgbIn[24] && rgbIn[23:0] != bgTc) ? 0 : outact && rgbIn[23:0] != bkColor; // Load the sprite collision register. This register continually // accumulates collision bits until reset by reading the register. // Set the collision IRQ on the first collision and don't set it // again until after the collision register has been read. always @(posedge vclk) if (rst_i) begin sprSprIRQPending1 <= 0; sprSprCollision1 <= 0; sprSprIRQ1 <= 0; end else if (sprCollision) begin // isFirstCollision if ((sprSprCollision1==0)||(cs_regs && s_sel_i[0] && s_adr_i[7:1]==7'd122)) begin sprSprIRQPending1 <= 1; sprSprIRQ1 <= sprSprIe; sprSprCollision1 <= sproact; end else sprSprCollision1 <= sprSprCollision1|sproact; end else if (cs_regs && s_sel_i[0] && s_adr_i[7:1]==7'd122) begin sprSprCollision1 <= 0; sprSprIRQPending1 <= 0; sprSprIRQ1 <= 0; end // Load the sprite background collision register. This register // continually accumulates collision bits until reset by reading // the register. // Set the collision IRQ on the first collision and don't set it // again until after the collision register has been read. // Note the background collision indicator is externally supplied, // it will come from the color processing logic. always @(posedge vclk) if (rst_i) begin sprBkIRQPending1 <= 0; sprBkCollision1 <= 0; sprBkIRQ1 <= 0; end else if (bkCollision) begin // Is the register being cleared at the same time // a collision occurss ? // isFirstCollision if ((sprBkCollision1==0) || (cs_regs && s_sel_i[0] && s_adr_i[7:1]==7'd123)) begin sprBkIRQ1 <= sprBkIe; sprBkCollision1 <= sproact; sprBkIRQPending1 <= 1; end else sprBkCollision1 <= sprBkCollision1|sproact; end else if (cs_regs && s_sel_i[0] && s_adr_i[7:1]==7'd123) begin sprBkCollision1 <= 0; sprBkIRQPending1 <= 0; sprBkIRQ1 <= 0; end endmodule // Sprite RAM for eight bit color depth module rtfSpriteRam8 ( clka, adra, doa, cea, clkb, adrb, dib, dob, ceb, web, rstb ); input clka; input [10:0] adra; output [7:0] doa; reg [7:0] doa; input cea; input clkb; input [8:0] adrb; input [31:0] dib; output [31:0] dob; input ceb; input web; input rstb; reg [31:0] mem [0:511]; reg [10:0] radra; reg [8:0] radrb; always @(posedge clka) if (cea) radra <= adra; always @(posedge clkb) if (ceb) radrb <= adrb; always @(radra) case(radra[1:0]) 2'b00: doa <= mem[radra[10:2]][ 7: 0]; 2'b01: doa <= mem[radra[10:2]][15: 8]; 2'b10: doa <= mem[radra[10:2]][23:16]; 2'b11: doa <= mem[radra[10:2]][31:24]; endcase assign dob = rstb ? 32'd0 : mem [radrb]; always @(posedge clkb) if (ceb & web) mem[adrb] <= dib; endmodule // Sprite RAM for sixteen bit color depth module rtfSpriteRam16 ( clka, adra, doa, cea, clkb, adrb, dib, dob, ceb, web, rstb ); input clka; input [9:0] adra; output [15:0] doa; reg [15:0] doa; input cea; input clkb; input [8:0] adrb; input [31:0] dib; output [31:0] dob; input ceb; input web; input rstb; reg [31:0] mem [0:511]; reg [9:0] radra; reg [8:0] radrb; always @(posedge clka) if (cea) radra <= adra; always @(posedge clkb) if (ceb) radrb <= adrb; always @(radra) case(radra[1]) 1'b0: doa <= mem[radra[9:1]][15: 0]; 1'b1: doa <= mem[radra[9:1]][31:16]; endcase assign dob = rstb ? 32'd0 : mem [radrb]; always @(posedge clkb) if (ceb & web) mem[adrb] <= dib; endmodule
Go to most recent revision | Compare with Previous | Blame | View Log